
[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
KO.echo = 0
volume = 0
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 16    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 60      ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -193   ;Approximate position of head
mid.pos = -5, -163    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 6    ;Walk forward
walk.back = -6     ;Walk backward
run.fwd  = 12, 0    ;Run forward (x, y)
run.back = -4.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-8.4    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .44         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State voce]
type = PlaySnd
trigger1 = Animelem = 2
value = S40, 0

[State voce]
type = PlaySnd
trigger1 = Animelem = 5
value = S40,0

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

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0


;---------------------------------------------------------------------------
; Lose by Time Over

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

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

;---------------------------------------------------------------------------
; Win state decider

[Statedef 180]
type = S

[State 180]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,99

[State 180]
type = ChangeState
triggerall = Var(7) = 0
trigger1 = Var(2) = [0,49] 
value = 181


[State 180]
type = ChangeState
triggerall = Var(7) = 0
trigger1 = Var(2) = [50,99] 
value = 182

;------------------------------------------- Win pose 1 - fascia

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


[State 192, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = S20,4


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


;------------------------------------------Win pose 2 - pugni a vuoto

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

[State 182]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0,4

[State 182]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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




;============================================ INTRO 1

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

[State 191, 1] 
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 7
value = 3,14

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 191, Wood 1]
type = Explod
trigger1 = RoundState != 0
persistent = 0
anim = 191
postype = p1
pos = 260, -90
velocity = -4.2, -7
accel = 0, .35
removetime = 44

[State 191, Wood 2]
type = Explod
trigger1 = AnimElemTime(7) = 1
anim = 192
postype = p1
pos = 80, -100
velocity = 2, -4
accel = 0, .32
removetime = 35

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = s3,0
volume = -40

[State 191, Snd 2]
type = PlaySnd
trigger1 = AnimElemTime(7) = 3
value = s3,16
volume = -80




;---------------------------------------------------------------------------
; Taunt

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

[State 195, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S20,3


[State 701, 1]
type = envshake
freq = 60
trigger1 = AnimElem = 3
time = 40

[State 701, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3,25


[State 195, 1]
type = CtrlSet
trigger1 = Time = 30
value = 1

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


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


[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 200                      
poweradd = 100
sprpriority = 2


              

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 23, 0                   
animtype = Light                 
guardflag = MA                   
hitflag = MAF
priority = 3, Hit                
pausetime = 8, 8                 
sparkno = S60000
guard.sparkno = S2004
sparkxy = 10, -60              
hitsound   = s55,55
guardsound = s3,2          
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity = -1
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = -1.4,-3           
air.hittime = 12  
envshake.time = 5
fall.envshake.time = 10
kill = 1
numhits = 1

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

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

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

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

[State 210, Width]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0

[State 210, 1]
type = PlaySnd
trigger1 =  AnimElem = 3 || AnimElem = 4
value = 3, 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3 || AnimElem = 4
attr = S, NA
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 12,12
sparkno = S60000
guard.sparkno = S2004
sparkxy = 10,-60
hitsound   = s3,5
guardsound = s3,2
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1
air.velocity = -2.5,-4
envshake.time = 5
fall.envshake.time = 10
kill = 1
numhits = 1

[State 210, 3]
type = ChangeAnim
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0
trigger1 = movecontact
ignorehitpause = 1
persistent = 0
value = 210
elem = 6

[State 210, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3, 0

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 12,12
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10,-37
hitsound   = s3,3
guardsound = s3,2
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -1
air.velocity = -2.5,-3.5
envshake.time = 5
fall.envshake.time = 10
kill = 1

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

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

[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 100
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3, 1

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = MA
pausetime = 12,12
sparkno = S3006
guard.sparkno = S3004
sparkxy = -10,-60
hitsound   = s3,5
guardsound = s3,2
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1
air.velocity = -2.2,-3.2
envshake.time = 5
fall.envshake.time = 10
kill = 1

[State 240, 3]
type = PosAdd
trigger1 = AnimElem = 7
x = 12

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

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

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 100
ctrl = 0
anim = 400
sprpriority = 2

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 3, 0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 23
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = S60000
guard.sparkno = S2004
sparkxy = -10,-42
hitsound   = s3,3
guardsound = s3,2
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3
envshake.time = 5
fall.envshake.time = 10
kill = 1

[State 400, 3]
type = CtrlSet
trigger1 = Time = 5
value = 1

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

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


[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 100
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 2


[State 410, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 37
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10,-55
hitsound   = s3,5
guardsound = s3,2
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4
envshake.time = 5
fall.envshake.time = 10
kill = 1


[State 410, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 36
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkno = S60000
guard.sparkno = S2004
sparkxy = -10,-83
hitsound   = s3,3
guardsound = s3,2
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -3,-4
envshake.time = 5
fall.envshake.time = 10
kill = 1

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

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

[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 100
ctrl = 0
anim = 430
sprpriority = 2

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 3, 0

[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 28
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10,-8
hitsound   = s3,3
guardsound = s3,2
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
envshake.time = 5
fall.envshake.time = 10
kill = 1

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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


[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 100
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 2]
type = PlaySnd
trigger1 = Time = 2
value = 3, 1

[State 440, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 72
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = S3006
guard.sparkno = S2004
sparkxy = -5,-10
hitsound   = s3,5
guardsound = s3,2
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1
envshake.time = 5
fall.envshake.time = 10
kill = 1

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 100
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 3, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 20
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = S60000
guard.sparkno = S2004
sparkxy = -10,-58
hitsound   = s3,3
guardsound = s3,2
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
envshake.time = 5
fall.envshake.time = 10
kill = 1

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

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

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 100
ctrl = 0
anim = 610
sprpriority = 2

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

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 72
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S60000
guard.sparkno = S2004
sparkxy = -10,-55
hitsound   = s3,5
guardsound = s3,2
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
envshake.time = 5
fall.envshake.time = 10
kill = 1

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

[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 100
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 3, 0

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 26
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = S3006
guard.sparkno = S2004
sparkxy = -5,-35
hitsound   = s3,3
guardsound = s3,2
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
envshake.time = 5
fall.envshake.time = 10
kill = 1

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

[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 100
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 3, 1

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10,-40
hitsound   = s3,5
guardsound = s3,2
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4
envshake.time = 5
fall.envshake.time = 10
kill = 1

;---------------------------------------------------------------------------
;presa


[Statedef 800]
type = S
movetype = A
physics = S
anim = 800
velset = 0
ctrl = 0
poweradd = 100



[State 810, 1]
type = HitDef
trigger1 = 1
attr = S, NT
getpower = 50
givepower = 15
guardflag =
hitflag = M-
sparkno = -1
p1stateno = 810
p2stateno = 820


[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 810]
type = S
movetype = A
physics = S
anim = 810
sprpriority = 3





[State 810, 1]
type = TargetBind
trigger1 = AnimElem = 1,>= 0 && AnimElem = 3,< 0
pos = 30,0

[State 810, 1]
type = TargetBind
trigger1 = AnimElem = 3,>= 0 && AnimElem = 4,< 0
pos = 15,-90

[State 810, 1]
type = TargetBind
trigger1 = AnimElem = 4,>= 0 && AnimElem = 5,< 0
pos = -20,-95

[State 810, 1]
type = TargetBind
trigger1 = AnimElem = 5,>= 0 && AnimElem = 6,< 0
pos = -50,-70

[State 810, 1]
type = TargetBind
trigger1 = AnimElem = 6,>= 0 && AnimElem = 7,< 0
pos = -60,0

[State 810, 1]
type = TargetBind
trigger1 = AnimElem = 7
pos = -60,0

[State 810, 1]
type = EnvShake
trigger1 = AnimElem = 6
time = 10
ampl = -6

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -98


[State 810, 1]
type = Width
trigger1 = AnimElem = 1
value = 0,40

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800,0

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1050,0

[State 810, 2]
type = turn
trigger1 = AnimElem = 8

[State 810, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw

[Statedef 820]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 820

[State 820, 2]
type = turn
trigger1 = AnimElem = 4

[State 820, 3]
type = velset
trigger1 = AnimTime = 0
x = -4
y = -2

[State 820, 4]
type = SelfState
trigger1 = AnimTime = 0
value = 5050

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw - thrown into the air

[Statedef 821]
type    = A
movetype= H
physics = N
velset = 2.8,-7
poweradd = 100

[State 821, 1] 
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] 
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 

[State 821, 4] 
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 







;---------------------------------------------special






;----------------------------------------caricamento energia

; inizio
[Statedef 1900]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1900
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = animtime = -1
anim = 60000
pos = 0,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,1
accel = 0,.1
random = 100,100
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animtime = -1
anim = 3006
pos = 0,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,1
accel = 0,.1
random = 100,100
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =


[State 1900, 2]
type = PlaySnd
trigger1 = Time = 5 
value = S3,21


[State 1900, 3]
type = PowerAdd
trigger1 = Time >= 5
value = 10

[State 1900, 4]
type = GameMakeAnim
triggerall = Time >= 8
trigger1 = TimeMod = 8,0
value = 130
pos = -5,0
postype = p1
under = 0

[State 1900,5]
type = PalFX
triggerall = Time >= 5
trigger1 = TimeMod = 4,0
trigger1 = Time > 0
time = 1
add = 100,100,100

[State 1900, 6]
type = ChangeState
triggerall = Time >= 5
triggerall = AnimTime = 0
trigger1 = command != "power"
trigger2 = command != "charge"
trigger3 = power >= 3000
value = 1901

;---------------------------------------------------------------------------
; fine
[Statedef 1901]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1901
ctrl = 0

[State 1900, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------100pugni 
[Statedef 450]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0,0
anim = 450
juggle = 8

[State 450, 1]
type = PlaySnd
trigger1 = Time = 1
value = s20,0

[State 450, 1]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
attr = S, SA
damage    = 5
animtype  = hard
getpower  = 10
givepower = 8
hitflag = MAF
guardflag = M
pausetime = 2,1
priority = 5,miss
sparkxy = -7,-60
hitsound   = S4,1
guardsound = 192, 1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = 0,-0.5
air.velocity = 0,-0.5

[State 450, 2]
type = HitDef
triggerall = movehit = 1
trigger1 = time = 99
attr = S, SA
damage    = 20,5
animtype  = up
getpower  = 10
givepower = 8
hitflag = MAF
guardflag = M
pausetime = 2,1
priority = 5,miss
sparkxy = -7,-90
hitsound   = S10,2
guardsound = 192, 1
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -5,-9
fall = 1

[State 450, 3]
type = ChangeState
trigger1 = Time = 100
value = 0
ctrl = 1


;----------------------------------------100calci
[Statedef 250]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 250

[State 250, 1]
type = PlaySnd
trigger1 = Time = 1
value = s20,0

[State 250, 1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
trigger7 = animelem = 8
trigger8 = animelem = 9
attr = S, SA
damage    = 5
animtype  = hard
getpower  = 10
givepower = 8
hitflag = MAF
guardflag = M
pausetime = 2,1
priority = 5,miss
sparkxy = -7,-60
hitsound   = S4,0
guardsound = 192, 1
ground.type = Low
ground.slidetime =10
ground.hittime  = 18
ground.velocity = 0,-0.5
air.velocity = 0,-0.5

[State 250, 2]
type = HitDef
triggerall = movehit = 1
trigger1 = time = 99
attr = S, SA
damage    = 20,5
animtype  = up
getpower  = 10
givepower = 8
hitflag = MAF
guardflag = M
pausetime = 2,1
sparkxy = -2,-50
hitsound   = S10,2
guardsound = 192, 1
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -5,-9
fall = 1

[State 250, 3]
type = ChangeState
trigger1 = Time = 100
value = 0
ctrl = 1

;------------------------------------------aoken
[Statedef 500]
type = S
movetype = A
physics = S
ctrl = 0
anim = 500
poweradd = 100

[State 500, 1]
type = PlaySnd
trigger1 = Time = 1
value = s55,56

[State 500, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 520
projhits = 3
pausetime = 0
projhitanim = 11223
projpriority = 2
projshadow = 0,0,0
projremove = 1
offset = 51,-77
velocity = .1
attr = S, NP
damage = 20
animtype = Heavy
guardflag = M
hitflag = MAF
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound = s4,3
guardsound = s3, 9
ground.type = high
ground.slidetime = 14
ground.hittime  = 20
ground.velocity = -8
air.animtype = Back
air.velocity = -4,-5
air.juggle = 2
palfx.time = 70
palfx.add = 40,-60,-200
palfx.sinadd = 40,30,0,10
palfx.color = 50
envshake.time=10
envshake.freq=20
envshake.ampl=7
fall = 1
accel = 1
numhits = 1








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




;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
;====================================================KUNG FU PALM FRACO
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 8
value = s3,18

[State 1000, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1000, 3]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 13
x = 10

[State 1000, 4]
type = PosAdd
trigger1 = AnimElem = 5
x = 5

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 = AnimElem = 5
trigger1 = p2bodydist X < 40
attr = S, SA
animtype  = Hard
damage    = 90, 4
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1
sparkno = S3006
guard.sparkno = S2004

[State 1000, 6] ;Opponent not near
type = HitDef
trigger1 = AnimElem = 5
trigger1 = p2bodydist X >= 40
attr = S, SA
animtype  = Hard
damage    = 85, 4
priority  = 4
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -4,-2.5


[State 1000, 6]
type = PosAdd
trigger1 = AnimElem = 9
x = -5

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
;====================================================KUNG FU PALM FORTE
; Strong Kung Fu Palm
; CNS difficulty: medium
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 2

[State 1010, 1]
type = PlaySnd
trigger1 = Time = 9
value = 0, 3

[State 1010, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1010, 3]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 13
x = 10

[State 1010, 4]
type = PosAdd
trigger1 = AnimElem = 5
x = 5

[State 1010, 5]
type = VelSet
trigger1 = AnimElem = 5
x = 4

[State 1010, 6] ;Opponent near
type = HitDef
trigger1 = AnimElem = 5
trigger1 = p2bodydist X < 40
attr = S, SA
animtype  = Hard
damage    = 90, 4
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1
sparkno = S3006
guard.sparkno = S2004

[State 1010, 7] ;Opponent not near
type = HitDef
trigger1 = AnimElem = 5
trigger1 = p2bodydist X >= 40
attr = S, SA
animtype  = Hard
damage    = 85, 4
priority  = 4
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -4,-2.5

[State 1010, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
;====================================================KUNG FU KNEE FRACO
[Statedef 1200]
type = S
movetype = A
poweradd= 120
anim = 1200;------------------------ataque pulando
velset = 0,0
ctrl = 0
sprpriority = 2
juggle = 2


[State 1200, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA, NA, SA, AP, AT
time = 13

[State 100, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 3,9
volume = 999

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 3, 10


[State 101, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 40
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1200, HitDef]
type = HitDef
trigger1 = animElem = 5
attr = S, SA
damage = 40, 8
animtype = Medium
getpower=   30
givepower = 15
priority = 5, Hit
hitflag = MA
guardflag = MA
pausetime = 10, 10
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10, -50
hitsound   = s3,6
guardsound = s3,2
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,-4
air.velocity = 0, -4
fall.animtype = Hard
envshake.time = 10


[State 1200, HitDef]
type = HitDef
trigger1 = animElem = 6
attr = S, SA
damage = 40, 8
animtype = Medium
getpower=   30
givepower = 15
priority = 5, Hit
hitflag = MA
guardflag = MA
pausetime = 10, 10
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10, -50
hitsound   = s3,6
guardsound = s3,2
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,-4
air.velocity = 0, -4
fall.animtype = Hard
envshake.time = 10

[State 1200, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 25, 10
animtype = hard
getpower=   30
givepower = 15
priority = 5, Hit
hitflag = MA
guardflag = MA
pausetime = 10, 10
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10, -50
hitsound   = s3,5
guardsound = s3,2
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3 ,-9
air.velocity = -3, -9
fall = 1
fall.recover = 0
envshake.time = 10

[State 1200, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage = 25, 10
animtype = hard
getpower=   30
givepower = 15
priority = 5, Hit
hitflag = MA
guardflag = MA
pausetime = 10, 10
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10, -50
hitsound   = s3,3
guardsound = s3,2
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3 ,-9
air.velocity = -3, -9
fall = 1
fall.recover = 0
envshake.time = 10

[State 1200, HitDef]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage = 25, 10
animtype = hard
getpower=   30
givepower = 15
priority = 5, Hit
hitflag = MA
guardflag = MA
pausetime = 10, 10
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10, -50
hitsound   = s3,6
guardsound = s3,2
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3 ,-9
air.velocity = -3, -9
fall = 1
fall.recover = 0
envshake.time = 10

[State 1200, ChangeState]
type = ChangeState
trigger1 = AnimElem = 6
value = 1201



;___________________________________________ PEGANDO NO OPONENTE (P2 APANHANDO)

[Statedef 1201]
type = A
movetype = A
velset = 7, -7
sprpriority = 2
juggle = 6

[State 1201, NotHitBy]
type = NotHitBy
trigger1 = time < 8 
value = A, NP, SP, HP
time = 1

[State 1201, VelMul]
type = VelMul
trigger1 = Time >= 0
x = .96

[State 1710, VelAdd] 
type = VelAdd
trigger1 = Time >= 0
y = .45

[State 1201, HitDef]
type = HitDef
trigger1 = AnimElemtime(6)>= 0 && time %3 = 0
attr = S, SA
damage = 30
animtype = Hard
getpower=   30
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 5, 5
hitsound   = s3,3
guardsound = s3,2
sparkxy = -10, -50
hitsound = s3,7 
guardsound = s3,2
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4, -5
air.velocity = -4, -5
air.hittime = 45
fall = 1
fall.recover = 0
yaccel = .5
envshake.time = 5
fall.envshake.time = 20

[State 1201, ChangeAnim]
type = ChangeAnim
trigger1 = vel y > -3
value = 41;--------------------------------caindo
persistent = 0

[State 1201, velset]
type = velset
trigger1 = anim = 41
x = 0
persistent = 0

[State 1201, ChangeState] 
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 52



;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
;====================================================KUNG FU KNEE FORTE

[Statedef 1210]
type = S
movetype = A
Physics = N
anim = 1201;----inicio de ataque
velset = 0
ctrl = 0
juggle = 0

[State 101, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 40
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1210, veladd]
type = veladd
trigger1 = animElem = 1 
x = 5


[State 1210, posadd]
type = posadd
trigger1 = animElem = 6 
x = 15
y = -15

[State 1210, posadd]
type = posadd
trigger1 = animElem = 7 
x = 8
y = -8

[State 1210, posadd]
type = posadd
trigger1 = animElem = 8
x = 8
y = -8

[State 1210, posadd]
type = posadd
trigger1 = animElem = 9 
x = 8
y = -8

[State 100, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 3,9
volume = 999

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 3, 10


[State 1210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1211

[State 1200, HitDef]
type = HitDef
trigger1 = animElem = 5
attr = S, SA
damage = 40, 8
animtype = Medium
getpower=   30
givepower = 15
priority = 5, Hit
hitflag = MA
guardflag = MA
pausetime = 10, 10
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10, -50
hitsound   = s3,6
guardsound = s3,2
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,-4
air.velocity = 0, -4
fall.animtype = Hard
envshake.time = 10

[State 1200, HitDef]
type = HitDef
trigger1 = animElem = 6
attr = S, SA
damage = 40, 8
animtype = Medium
getpower=   30
givepower = 15
priority = 5, Hit
hitflag = MA
guardflag = MA
pausetime = 10, 10
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10, -50
hitsound   = s3,7
guardsound = s3,2
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,-4
air.velocity = 0, -4
fall.animtype = Hard
envshake.time = 10

[State 1200, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 25, 10
animtype = hard
getpower=   30
givepower = 15
priority = 5, Hit
hitflag = MA
guardflag = MA
pausetime = 10, 10
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10, -50
hitsound   = s3,7
guardsound = s3,2
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3 ,-9
air.velocity = -3, -9
fall = 1
fall.recover = 0
envshake.time = 10

[State 1200, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage = 25, 10
animtype = hard
getpower=   30
givepower = 15
priority = 5, Hit
hitflag = MA
guardflag = MA
pausetime = 10, 10
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10, -50
hitsound   = s3,5
guardsound = s3,2
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3 ,-9
air.velocity = -3, -9
fall = 1
fall.recover = 0
envshake.time = 10

[State 1200, HitDef]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage = 25, 10
animtype = hard
getpower=   30
givepower = 15
priority = 5, Hit
hitflag = MA
guardflag = MA
pausetime = 10, 10
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10, -50
hitsound   = s3,7
guardsound = s3,2
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3 ,-9
air.velocity = -3, -9
fall = 1
fall.recover = 0
envshake.time = 10

;--------------------------------------------------------------------------------------------------
[Statedef 1211]  
type = A
movetype = A
anim = 1202;--------------ataque em si
physics = A
ctrl = 0
velset = 8,-9
juggle = 10

[State 1211, explod] 
type = Explod
trigger1 = AnimElem = 7
anim = 3002
;id = 3000
bindtime = 28
removetime = 28
removeongethit = 1
postype = p1
pos = 20, -50
sprpriority = 3

[State 1211, ChangeState]
type = ChangeState
trigger1 = Vel Y >= 0
value = 1212

[State 1211, VelAdd]
type = VelAdd
trigger1 = Time != 1
x = -.4

[State 1211, AfterImageTime]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 1211, HitDef]
type = HitDef
trigger1 = AnimElem = 4||AnimElem = 5||AnimElem = 6||AnimElem = 7
attr = A, SA
damage    = 50, 4
animtype  = Light
getpower  = 10
givepower = 8
guardflag = L
pausetime = 10,12
sparkno = S3006
guard.sparkno = S2004
sparkxy = 0, -20
hitsound   = s3,8
guardsound = s3,2
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -2.8, -12.5
air.velocity = -2.8,-12.5
fall = 1
fall.recover = 0

;------------------------------------------------------
[Statedef 1212]  
type = A
movetype = I
anim = 41;-------------------fim de ataque
physics = N
ctrl = 0
velset = 0


[State 1212, VelAdd]
type = VelAdd
trigger1 = time != 1000
y = .4

[State 1201, ChangeAnim]
type = ChangeAnim
trigger1 = vel y > -3
value = 41;--------------------------------caindo
persistent = 0

[State 1201, velset]
type = velset
trigger1 = anim = 41
x = 0
persistent = 0

[State 1201, ChangeState] 
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 50




;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++=
;====================================================ATAQUE QUE INICIA SEQUENCIA (Kung Fu Uper Fraco)
[Statedef 1300]
type = S
movetype = A
physics = S
poweradd = 100
velset = 0, 0
ctrl = 0
anim = 1300
juggle = 4

[State 1300, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 30
timegap = 1
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 3,11


[State 1300,posadd]
type = posadd
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
x = 20
y = 0

[State 1300, HitDef]
type = HitDef
trigger1 = animelem = 5 
attr = S,sa
hitflag = MA
guardflag = HA
animtype = Hard
priority = 5,Hit
damage = 20,0
pausetime = 10,10
snap = 30,0,0
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10, -50
hitsound   = s3,3
guardsound = s3,2
ground.type = High
air.type = High
ground.slidetime = 30
guard.slidetime = 30
ground.hittime = 30
guard.hittime = 15
air.hittime = 30
ground.velocity = -5
guard.velocity = -6
air.velocity = -3,3
airguard.velocity = -5,-3
getpower = 40,20
givepower = 10,40
envshake.time = 5
fall.envshake.time = 10
p1stateno = 1301
p2stateno = 1302
kill = 0

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


;___________________________________________ PEGANDO NO OPONENTE (ACERTO)

[Statedef 1301]
type = S
movetype = A
physics = N
poweradd = 50
velset = 1, 0
ctrl = 0
anim = 1301

[State 1301, TargetBind]
type = TargetBind
trigger1 = AnimElemtime(14) < 0 
time = 1
pos = 30,0

[State 1301, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 0

[State 1301, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = S,sa
hitflag = MAF
guardflag = HA
animtype = Up
priority = 5,Hit
damage = 53,0
pausetime = 10,10
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10, -50
hitsound   = s3,3
guardsound = s3,2
ground.type = High
air.type = High
ground.slidetime = 30
guard.slidetime = 30
ground.hittime = 30
guard.hittime = 15
air.hittime = 30
yaccel = 0.35
ground.velocity = -3,-10
guard.velocity = -6
air.velocity = -3,-10
airguard.velocity = -3,-3
fall = 1
fall.recover = 0
getpower = 40,20
givepower = 10,40
envshake.time = 10
fall.envshake.time = 10

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


;___________________________________________ PEGANDO NO OPONENTE (P2 APANHANDO)

[Statedef 1302]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0

[State 1302, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1302

[State 1302, posset]
type = posset
trigger1 = 1
y = 0

[State 1302, velset]
type = velset
trigger1 = Time = 0
y = 0

[State 1302, HitFallSet]
type = HitFallSet
trigger1 = Time = 0
value = 0

[State 1302, SelfState]
type = SelfState
trigger1 = time >= 40
value = 5000


;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++=
;====================================================ATAQUE QUE INICIA SEQUENCIA (Kung Fu Uper) FORTE (02)
[Statedef 1310]
type = S
movetype = A
physics = S
poweradd = 100
velset = 0, 0
ctrl = 0
anim = 1300
juggle = 4

[State 1310, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 30
timegap = 1
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 3,11

[State 1310,posadd]
type = posadd
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
x = 30
y = 0

[State 1310, HitDef]
type = HitDef
trigger1 = animelem = 5 
attr = S,sa
hitflag = MA
guardflag = HA
animtype = Hard
priority = 5,Hit
damage = 20,0
pausetime = 10,10
snap = 30,0,0
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10, -50
hitsound   = s3,5
guardsound = s3,2
ground.type = High
air.type = High
ground.slidetime = 30
guard.slidetime = 30
ground.hittime = 30
guard.hittime = 15
air.hittime = 30
ground.velocity = -5
guard.velocity = -6
air.velocity = -3,3
airguard.velocity = -5,-3
getpower = 40,20
givepower = 10,40
envshake.time = 5
fall.envshake.time = 10
p1stateno = 1311
p2stateno = 1312
kill = 0

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


;___________________________________________ PEGANDO NO OPONENTE (ACERTO) (02)

[Statedef 1311]
type = S
movetype = A
physics = N
poweradd = 50
velset = 1, 0
ctrl = 0
anim = 1301

[State 1311, TargetBind]
type = TargetBind
trigger1 = AnimElemtime(14) < 0 
time = 1
pos = 30,0

[State 1311, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 0

[State 1311, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = S,sa
hitflag = MAF
guardflag = HA
animtype = Up
priority = 5,Hit
damage = 73,0
pausetime = 10,10
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10, -50
hitsound   = s3,6
guardsound = s3,2
ground.type = High
air.type = High
ground.slidetime = 30
guard.slidetime = 30
ground.hittime = 30
guard.hittime = 15
air.hittime = 30
yaccel = 0.35
ground.velocity = -3,-10
guard.velocity = -6
air.velocity = -7,-50
airguard.velocity = -7,-7
fall = 1
fall.recover = 0
getpower = 40,20
givepower = 10,40
envshake.time = 10
fall.envshake.time = 10

[State 1311, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;___________________________________________ PEGANDO NO OPONENTE (P2 APANHANDO) (02)

[Statedef 1312]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0

[State 1312, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1302

[State 1312, posset]
type = posset
trigger1 = 1
y = 0

[State 1312, velset]
type = velset
trigger1 = Time = 0
y = 0

[State 1312, HitFallSet]
type = HitFallSet
trigger1 = Time = 0
value = 0

[State 1312, SelfState]
type = SelfState
trigger1 = time >= 40
value = 5000




;========================================== COTOVELADA =====================================




;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++=
;====================================================ATAQUE QUE INICIA CORRIDA (FRACA)
[Statedef 1400]
type = S
movetype = A
physics = S
poweradd = 100
velset = 0, 0
ctrl = 0
anim = 1400
juggle = 4

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 3,12

[State 1400, posadd]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 20
y = 0

[State 1401, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 30
timegap = 1
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1400, HitDef]
type = HitDef
trigger1 = animelem = 2 
attr = S,sa
hitflag = MA
guardflag = HA
animtype = Hard
priority = 5,Hit
damage = 20,0
pausetime = 10,10
snap = 30,0,0
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10, -50
hitsound   = s3,7
guardsound = s3,2
ground.type = High
air.type = High
ground.slidetime = 30
guard.slidetime = 30
ground.hittime = 30
guard.hittime = 15
air.hittime = 30
ground.velocity = -5
guard.velocity = -6
air.velocity = -3,3
airguard.velocity = -5,-3
getpower = 40,20
givepower = 10,40
envshake.time = 5
fall.envshake.time = 10
p1stateno = 1401
p2stateno = 1302
kill = 0

[State 1400, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;===============================================SEGUENCIA 1
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[Statedef 1401]
type = S
movetype = A
physics = N
poweradd = 50
velset = 1, 0
ctrl = 0
anim = 1401

[State 1401, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Hard
damage    = 30
pausetime = 9,9
sparkxy = -10,-74
sparkno = S3006
guard.sparkno = S2004
hitflag = MA
guardflag = MA
hitsound   = s3,7
guardsound = s3,2       
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -7,-1
air.velocity = -7,-1
fall = 1
fall.recover = 0

[State 1401, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;-----------------------------COTOVELADA 02------------------------------------


;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++=
;====================================================ATAQUE QUE INICIA CORRIDA
[Statedef 1410]
type = S
movetype = A
physics = S
poweradd = 100
velset = 0, 0
ctrl = 0
anim = 1400
juggle = 4

[State 1410, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 3,12

[State 1410, posadd]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 30
y = 0

[State 1410, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 30
timegap = 1
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1410, HitDef]
type = HitDef
trigger1 = animelem = 2 
attr = S,sa
hitflag = MA
guardflag = HA
animtype = Hard
priority = 5,Hit
damage = 25,0
pausetime = 10,10
snap = 30,0,0
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10, -50
hitsound   = s3,8
guardsound = s3,2
ground.type = High
air.type = High
ground.slidetime = 30
guard.slidetime = 30
ground.hittime = 30
guard.hittime = 15
air.hittime = 30
ground.velocity = -5
guard.velocity = -6
air.velocity = -3,3
airguard.velocity = -5,-3
getpower = 40,20
givepower = 10,40
envshake.time = 5
fall.envshake.time = 10
p1stateno = 1411
p2stateno = 1302
kill = 0

[State 1410, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;===============================================SEGUENCIA 2
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[Statedef 1411]
type = S
movetype = A
physics = N
poweradd = 50
velset = 1, 0
ctrl = 0
anim = 1401

[State 1411, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Hard
damage    = 50
pausetime = 9,9
sparkxy = -10,-74
sparkno = S3006
guard.sparkno = S2004
hitflag = MA
guardflag = MA
hitsound   = s3,8
guardsound = s3,2       
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -15,-3
air.velocity = -15,-3
fall = 1
fall.recover = 0

[State 1411, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
















;================================================================ KUNG FU DRAGON PUNCH (FRACO)
;--------------------------------------------------------------------------------------------------
[Statedef 1500]
type = S
movetype = A
physics = N
anim = 1600;--------------------inicia ataques 
velset = 0
ctrl = 0
juggle = 0



[State 1500, VelSet]
type = VelSet
trigger1 = Time = 0
x = 4
y = 0
z = 0

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 3,13

[State 1500, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, SA
damage    = 100
animtype  = Hard
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = MA
pausetime = 9,6
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10, -70
hitsound   = s3,7
guardsound = s3,2
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -2, -3
air.velocity = -1.3,-3
fall = 1
fall.recover = 0

[State 1500, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1501

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

[Statedef 1501]  
type = A
movetype = A
anim = 1601;------------------------gancho
physics = A
ctrl = 0
velset = 4,-4
juggle = 10

[State 1501, VelAdd]
type = VelAdd
trigger1 = Time != 1
x = -.3


[State 1501, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 80
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MA
guardflag = L
pausetime = 10,12
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10, -70
hitsound   = s3,7
guardsound = s3,2
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -2.8, -9
air.velocity = -2.8,-9
fall = 1
fall.recover = 0

[State 1501, ChangeState]
type = ChangeState
trigger1 = Vel Y >= 0
value = 1502

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

[Statedef 1502]   
type = A
movetype = I
anim = 1602;------------------------gancho continua e gira
physics = N
ctrl = 0
velset = 0

[State 1502, VelAdd]
type = VelAdd
trigger1 = time != 1000
y = .43

[State 1502, AfterImageTime]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 1502, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 1503

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

[Statedef 1503]
type = S
movetype = I
anim = 1603;-----------------------caindo
physics = S
ctrl = 0
velset = 0,0

[State 1503, AfterImageTime]
type = AfterImageTime
trigger1 = Time >= 0

[State 1503, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1









;================================================================ KUNG FU DRAGON PUNCH TORNADO (FORTE)
;--------------------------------------------------------------------------------------------------
[Statedef 1600]
type = S
movetype = A
Physics = N
anim = 1600
velset = 0
ctrl = 0
juggle = 0

[State 1600, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 100, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 3,13

[State 1600, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = C, SA
damage    = 120
animtype  = Hard
getpower  = 10
givepower = 8
hitflag = MA
guardflag = MA
pausetime = 9,9
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10, -70
hitsound   = s3,5
guardsound = s3,2
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -2
air.velocity = -1.3,-3

[State 1600, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1601

;--------------------------------------------------------------------------------------------------
[Statedef 1601]  
type = A
movetype = A
anim = 1601
physics = A
ctrl = 0
velset = 8,-9
juggle = 10

[State 1601, VelAdd]
type = VelAdd
trigger1 = Time != 1
x = -.4

[State 1601, AfterImageTime]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 1601, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage    = 50, 4
animtype  = Light
getpower  = 10
givepower = 8
guardflag = L
pausetime = 10,12
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10, -70
hitsound   = s3,8
guardsound = s3,2
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -2.8, -12.5
air.velocity = -2.8,-12.5
fall = 1
fall.recover = 0

[State 1601, ChangeState]
type = ChangeState
trigger1 = Vel Y >= 0
value = 1602

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

[Statedef 1602]  
type = A
movetype = I
anim = 1602
physics = N
ctrl = 0
velset = 0

[State 1602, VelAdd]
type = VelAdd
trigger1 = time != 1000
y = .43

[State 1602, AfterImageTime]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 1602, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 1603

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

[Statedef 1603]  
type = S
movetype = I
anim = 1603
physics = S
ctrl = 0
velset = 0,0

[State 1603, AfterImageTime]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 1603, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1







;================================================================ KUNG FU HIPER CHUTE (FRACO)
;--------------------------------------------------------------------------------------------------
;--------------------------------
[Statedef 1700]
type = S
movetype = A
physics = N
anim = 1700;-------------em pé, agacha e chuta
velset = 0
ctrl = 0
poweradd = 50

[State 1700, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 20
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1700, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,14

[State 1700, 1]
type = StateTypeSet
trigger1 = AnimElem = 3
value = A

[State 1700, 1]
type = velset
trigger1 = AnimElem = 4
x = 8
y = -1

[State 1700, 1]
type = veladd
trigger1 = AnimElem = 4,> 0 && AnimElem = 5,< 0
y = .15

[State 1700, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage    = 102,12
animtype = Heavy
getpower = 50
givepower = 15
guardflag = MA
hitflag = MAF
pausetime = 12,12
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10,-55
hitsound   = s3,6
guardsound = s3,2
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3.5,-5
air.velocity = -3.5,-4.5
fall = 1
fall.recover = 0

[State 1700, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 1701

;--------------------------------
;
;--------------------------------
[Statedef 1701]
type = S
movetype = I
physics = S
anim = 1701;-----------------------agachado levanta
velset = 0,0

[State 1701, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 1701, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1






;================================================================ KUNG FU HIPER CHUTE (FORTE)
;--------------------------------------------------------------------------------------------------
;--------------------------------
[Statedef 1710]
type = S
movetype = A
physics = N
anim = 1700;-------------em pé, agacha e chuta
velset = 0
ctrl = 0
poweradd = 50

[State 1710, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 20
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1710, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,14

[State 1710, 1]
type = StateTypeSet
trigger1 = AnimElem = 4
value = A

[State 1710, 1]
type = velset
trigger1 = AnimElem = 4
x = 10
y = -1

[State 1710, 1]
type = veladd
trigger1 = AnimElem = 4,> 0 && AnimElem = 5,< 0
y = .35

[State 1710, 1]
type = HitDef
trigger1 = AnimElem = 5||AnimElem = 6
attr = A, SA
damage    = 102,12
animtype = Heavy
getpower = 50
givepower = 15
guardflag = MA
hitflag = MAF
pausetime = 12,12
sparkno = S3006
guard.sparkno = S2004
sparkxy = -10,-55
hitsound   = s3,6
guardsound = s3,2
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3.5,-5
air.velocity = -3.5,-4.5
fall = 1
fall.recover = 0

[State 1710, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 1711
;--------------------------------
[Statedef 1711]
type = S
movetype = I
physics = S
anim = 1701
velset = 0,0

[State 1711, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 1711, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl =1






;------------------------------------ HIPER





;--------------------------------------sokoken---------
[Statedef 530]
type = S
movetype = A
physics = S
ctrl = 0
anim = 530
velset = 0
poweradd= -1000


[State 530, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 1


[State 530, SuperPause]
type = SuperPause
trigger1 = Time = 0
Time = 50
sound = s21,0 
anim = S2500
pausebg = 0
darken = 1
pos = -23, -55
sprpriority = -999
ignorehitpause = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 80
freq = 60
ampl = -10
phase = 90
;ignorehitpause =
;persistent =



[State 2300, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s22,0



[State 530, afterimage]
type = AfterImage
trigger1 = AnimElem = 1
time = 20
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 530, 2]
type = PlaySnd
trigger1 = Time = 1
value = s23,0

[State 530, 3]
type = PlaySnd
trigger1 = Time = 1
value = s24,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 22222
pos = -20,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3003, Explod]
type = Explod
trigger1 = WinKo
anim = 25599
ID = 25599
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime =300
scale = 1,1
sprpriority = -1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State 3003, PlaySnd]
type = PlaySnd
trigger1 =  WinKo
value = S55,58
volume = 255
ignorehitpause = 1
persistent = 0





[State 530, 2]
type = Projectile
trigger1 = AnimElem = 2
projanim = 540
projhitanim = 7788
projpriority = 10
projshadow = 0,0,0
projremove = 1
offset = 43,-69
velocity = 1
attr = S, HP
damage = 280
animtype = Hard
guardflag = M
hitflag = MAF
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound = s55,57
guardsound = s3, 9
ground.type = trip
ground.slidetime = 14
ground.hittime  = 20
ground.velocity = -8,-10
air.animtype = Back
air.velocity = -4,-5
air.juggle = 2
accel = 1




[State 530, end state]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;------------------------------------------KUNG FU HIPER TORNADO
[Statedef 2000]
type = S
movetype = A
poweradd= -1000
anim = 1600
velset = 0
ctrl = 0

[State 2000, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 1

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 3,15

[State 2000, AfterImageTime]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 50
anim = s8976
pos = 10,-45
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 2000, Go!]
type = VelSet
trigger1 = Time = 7
x = 15

[State 2000, Change to Attacking]
type = StatetypeSet
trigger1 = P2BodyDist X < 5
movetype = A

[State 2000, Change to Non-Attacking]
type = StatetypeSet
trigger1 = P2BodyDist X > 5
movetype = I



[State 2000, EnvColor]
type = EnvColor
trigger1 = AnimElem = 5
value = 0,0,0
under = 1
time = 33

[State 2000, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 5
value = -1000

[State 2000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 0

[State 2000, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
damage    = 45, 3
animtype  = Hard
getpower  = 10
givepower = 8
hitflag = MA
guardflag = MA
pausetime = 7,7
hitsound   = s3,7
guardsound = s3,2
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = 3
air.velocity = 3,-3
sparkno = S3006
guard.sparkno = S2004
sparkxy = 0,-30

[State 2000, NotHitBy]
type = NotHitBy
trigger1 = time >= 0
value = SCA

[State 2000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 2001

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

[Statedef 2001] 
type = A
movetype = A
anim = 2000;--------------------------- girando 2x
physics = A
ctrl = 0
velset = 0,-11.3
juggle = 1

[State 2001, AfterImageTime]
type = AfterImageTime
trigger1 = Time >= 0
time = 5


[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 3,13

[State 2001, HitDef]
type = HitDef
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5
trigger2 = AnimElem = 6 || AnimElem = 7 
attr = A, HA
damage    = 20,3
animtype  = Light
getpower  = 10
givepower = 8
guardflag = HL
pausetime = 7,6
hitsound   = s3,3
guardsound = s3,8
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = 1.5, -9
air.velocity = 1.5,-9
fall = 1
fall.recover = 0
sparkno = S3006
guard.sparkno = S2004
sparkxy = 0,-30
fall.envshake.time = 30
fall.envshake.freq = 180
fall.envshake.ampl = 3
fall.envshake.phase = 90

[State 2001, HitDef]
type = HitDef
trigger1 = AnimElem = 8 || AnimElem = 9 || AnimElem = 10
trigger2 = AnimElem = 11 
attr = A, HA
damage    = 20,3
animtype  = Light
getpower  = 10
givepower = 8
guardflag = HL
pausetime = 7,6
hitsound   = s3,7
guardsound = s3,2
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -1, -9
air.velocity = -1,-9
fall = 1
fall.recover = 0
sparkno = S3006
guard.sparkno = S2004
sparkxy = 0,-30
fall.envshake.time = 30
fall.envshake.freq = 180
fall.envshake.ampl = 3
fall.envshake.phase = 90

[State 3003, Explod]
type = Explod
trigger1 = WinKo
anim = 25599
ID = 25599
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime =300
scale = 1,1
sprpriority = -1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State 3003, PlaySnd]
type = PlaySnd
trigger1 =  WinKo
value = S55,58
volume = 255
ignorehitpause = 1
persistent = 0


[State 2001, ChangeState]
type = ChangeState
trigger1 = Vel Y >= 0
value = 2002

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

[Statedef 2002]  
type = A
movetype = I
anim = 2001
physics = N
ctrl = 0
velset = 0

[State 2002, VelAdd]
type = VelAdd
trigger1 = time != 1000
y = .43

[State 2002, AfterImageTime]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 2002, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 2003

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

[Statedef 2003]  
type = S
movetype = I
anim = 1603
physics = S
ctrl = 0
velset = 0,0

[State 2003, AfterImageTime]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 2003, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;--------------------------------------------combo1---------------------------------

[statedef 4000]
type    = A
movetype= A
physics = S
poweradd= -1000
velset = 0,0
anim = 4000
ctrl = 0

[State 1021, Vel]
type = Velset
trigger1 = Animelem = 2
x = 5

[State 3040, Super A]
type = SuperPause
trigger1 = animelem = 1
anim = S2400
pos = 40, -70
sound = S3, 22
sprpriority = -999
ignorehitpause = 1
darken = 1


[State 3040, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 3040, Super D]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 3040, Super E]
type = AfterImageTime
trigger1 = Time = [1,450]
time = 2

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 2 || Animelem = 5 || Animelem = 8 || Animelem = 13 || Animelem = 16 || Animelem = 26
value = s0, 3

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 2 || Animelem = 5 || Animelem = 8 || Animelem = 13 || Animelem = 16 || Animelem = 26
value = s0, 3

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 2 || Animelem = 5 || Animelem = 8 || Animelem = 13 || Animelem = 16 || Animelem = 26
attr = S, HA
animtype  = medium
damage    = 37,10
hitflag = MA 
guardflag = M
pausetime = 7,10
guard.sparkno = S2004
hitsound = S3,3
guardsound = s120,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = -2.2,-3.2

[State 230, 2]
type = HitDef
trigger1 = Animelem = 20 || Animelem = 22 
attr = S, HA
animtype  = medium
damage    = 37,10
hitflag = MA 
guardflag = M
pausetime = 7,10
hitsound = S3,3
guardsound = s120,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = -2.2,-3.2
;fall = 1

[State 3003, Explod]
type = Explod
trigger1 = WinKo
anim = 25599
ID = 25599
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime =300
scale = 1,1
sprpriority = -1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State 3003, PlaySnd]
type = PlaySnd
trigger1 =  WinKo
value = S55,58
volume = 255
ignorehitpause = 1
persistent = 0

[State 1035, 1]
type = ChangeState
trigger1 = Animelem = 30
value = 0
ctrl = 1 



;--------------------------------------------combo2---------------------------------

[statedef 4050]
type    = A
movetype= A
physics = S
poweradd= -1000
velset = 0,0
anim = 4050
ctrl = 0

[State 1021, Vel]
type = Velset
trigger1 = Animelem = 2
x = 5

[State 3040, Super A]
type = SuperPause
trigger1 = animelem = 1
pos = 0, -50
anim = S2400
sound = S3, 23
sprpriority = -999


[State 3040, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 3040, Super D]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 3040, Super E]
type = AfterImageTime
trigger1 = Time = [1,450]
time = 2

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 2 || Animelem = 5 || Animelem = 8 || Animelem = 13 || Animelem = 16 || Animelem = 26
value = s0, 3

[State 420, 1] 
type = PlaySnd
trigger1 = AnimElem = 2 || Animelem = 5 || Animelem = 8 || Animelem = 13 || Animelem = 16 || Animelem = 26
value = s0, 3

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 2 || Animelem = 5 || Animelem = 8 || Animelem = 13 || Animelem = 16 || Animelem = 26
attr = S, HA
animtype  = medium
damage    = 37,10
hitflag = MA 
guardflag = M
pausetime = 7,10
guard.sparkno = S3008
sparkxy = 0,0
hitsound = S3,3
guardsound = s120,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = -2.2,-3.2

[State 230, 2]
type = HitDef
trigger1 = Animelem = 20 || Animelem = 22 
attr = S, HA
animtype  = medium
damage    = 37,10
hitflag = MA 
guardflag = M
pausetime = 7,10
guard.sparkno = S3008
sparkxy = 0,0
hitsound = S3,3
guardsound = s120,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = -2.2,-3.2
;fall = 1

[State 3003, Explod]
type = Explod
trigger1 = WinKo
anim = 25599
ID = 25599
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime =300
scale = 1,1
sprpriority = -1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State 3003, PlaySnd]
type = PlaySnd
trigger1 =  WinKo
value = S55,58
volume = 255
ignorehitpause = 1
persistent = 0

[State 1035, 1]
type = ChangeState
trigger1 = Animelem = 30
value = 0
ctrl = 1 



;------------------------------------------------------orochi------------------------

[Statedef 3020]
type    = S
movetype= A
physics = S
poweradd = -2000
ctrl = 0
velset = 0,0
anim = 3020
sprpriority = 2

[state 195]
type = Explod
trigger1 = time = 13
anim = 2600
postype = p1
pos = 0,-160
sprpriority = -1
supermove = 1

[state 195]
type = Explod
trigger1 = time = 13
anim = 2600
postype = p1
pos = 180,-160
sprpriority = 5
supermove = 1

[State Snd]
type = PlaySnd
trigger1 = AnimElem = 11
value = S21,0

[State Snd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S20,3

[State Snd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S3,18

[State 170, 1]
type = notHitBy
trigger1 = 1
value = SCA, AP,AA,AT
time = 2
ignorehitpause = 1

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = Time = 10
mul = 900,900,900
time = 3
add = 250,250,250
ignorehitpause = 1

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
trigger1 = animelem = 12, >= 0
mul = 900,900,900
time = 2
add = -250,-250,-250
ignorehitpause = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [13,43]
trigger2 = 1
trigger2 = animelem = 12, >= 0
flag = Noshadow
ignorehitpause = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [13,43]
trigger2 = 1
trigger2 = animelem = 11, >= 0
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = animelem = 7
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1

[State 701, 1]
type = envshake
freq = 60
trigger1 = AnimElem = 11
time = 240

[State x]
type = Explod
trigger1 = animelem = 11
anim = 909
postype = p1
pos = 2,7
sprpriority = 3

[State x]
type = Explod
trigger1 = animelem = 11
anim = 910
postype = p1
pos = 2,7
sprpriority = -2

[State x]
type = Explod
trigger1 = animelem = 11
anim = 911
postype = p1
pos = 2,0
sprpriority = -1

[State x]
type = Explod
trigger1 = animelem = 11;9
anim = 3024
id = 3024
postype = p1
pos = 0,0
sprpriority = -3
removetime = -1
removeongethit = 1
bindtime = -1

[state 195]
type = Explod
trigger1 = animelem = 11;9
anim = 2105
ID = 2105
postype = p1
pos = 0,-62
sprpriority = 0
removetime = 999
removeongethit = 1
bindtime = -1

[state 195]
type = Explod
trigger1 = animelem = 11;9
anim = 2106
ID = 2105
postype = p1
pos = 0,-62
sprpriority = 0
removetime = 999
removeongethit = 1
bindtime = -1

[state 195]
type = Explod
trigger1 = animelem = 11;9
anim = 2107
ID = 2105
postype = p1
pos = 0,-62
sprpriority = 0
removetime = 999
removeongethit = 1
bindtime = -1

[State Snd]
type = PlaySnd
trigger1 = AnimElem = 11;9
value = S3,24

[State Snd]
type = PlaySnd
trigger1 = AnimElem = 11;9
value = S3,19
channel = 1

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 3021

[Statedef 3021]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 3021
sprpriority = 2

[State 240, 4]
type = varset
trigger1 = time = 0
var(13) = 0

[State 240, 4]
type = varset
trigger1 = time = 0
var(15) = 0

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State -3, 2.0201]
type = nothitby
trigger1 = 1
time = 2
value = SCA

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 2
mul = 900,900,900
add = -250,-250,-250
ignorehitpause = 1

[State 4100,1]
type = Helper
trigger1 = time = 0
ID = 2100
name = "kougeki"
postype = p1
pos = 0,0
sprpriority = 2
stateno = 3024
helpertype = normal
keyctrl = 0
ownpal = 1

[State 170, 1]
type = notHitBy
trigger1 = 1
value = SCA, AP,AA,AT
time = 2
ignorehitpause = 1


[state 195]
type = removeExplod
trigger1 = Time = 110
ID = 2105

[state 195]
type = modifyexplod
ID = 3024
trigger1 = Time >= 80
trigger1 = 1
scale = fvar(2),fvar(2)

[state hah]
type = varset
trigger1 = time = 0
fvar(2) = 1

[state hah]
type = varadd
trigger1 = Time >= 90
trigger1 = 1
trigger1 = fvar(1) < 1
fvar(2) = -.02

[State 240, 4]
type = ChangeState
trigger1 = Time = 110
value = 3022

[Statedef 3022]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 3022
sprpriority = 2

[state 195]
type = modifyexplod
ID = 3024
trigger1 = 1
scale = fvar(2),fvar(2)

[State x]
type = removeExplod
trigger1 = Time = 31
id = 3024

[state hah]
type = varadd
trigger1 = time >= 0
trigger1 = 1
trigger1 = fvar(1) < 1
fvar(2) = -.02

[State Snd]
type = stopSnd
trigger1 = Time = 30
channel = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = time <= 30
trigger1 = 1
flag = Noshadow
flag = NoFG
ignorehitpause = 1

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = time <= 25
trigger1 = 1
time = 5
mul = 900,900,900
add = -250,-250,-250
ignorehitpause = 1

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

[Statedef 3023]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 3023
sprpriority = -2

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 820, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, HP
animtype  = up
damage    = 10,10
guardflag = M
hitflag = MAF
pausetime = 0,16
guard.pausetime = 0,27
sparkno = S905
guard.sparkno = S902
sparkxy = 15,-45 + var(11)
hitsound   = S0,7
guardsound = S0,39
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -4,-7
air.velocity = -4,-7
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 60,50
sprpriority = -2

[State 2100]
type = Pause
trigger1 = MoveHit
trigger1 = (GameTime%3) = 1
trigger1 = 1
time = 1
movetime = 0


[State 240, 4]
type = bindtoroot
trigger1 = 1
pos = -8,-50
time = 2
ignorehitpause = 1

[State 240, 4]
type = parentvaradd
trigger1 = movehit
trigger1 = 1
var(13) = 1
ignorehitpause = 1

[State 240, 4]
type = parentvaradd
trigger1 = movehit = 0
trigger1 = var(15) = 1
trigger1 = 1
var(15) = 1
ignorehitpause = 1

[State 240, 4]
type = movehitreset
trigger1 = movehit = 0
trigger1 = 1
value = 0

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = S
trigger1 = 1
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 30

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype = A
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 821, 4]
type = destroyself
trigger1 = parent,stateno = 3022

[Statedef 3024]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2110
sprpriority = -2

[State 1034, 2]
type = Projectile
projID = 3144
trigger1 = animelem = 2, >= 0
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 0
projremanim = -1
projpriority = 999999999
projanim = 3144
offset = 0,0
velocity = 0,0
attr = S, SP

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = S
trigger1 = 1
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 30

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype = A
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 820, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 1
attr = S, HP
animtype  = up
damage    = 190,10
guardflag = M
hitflag = MAF
pausetime = 0,10
guard.pausetime = 0,27
sparkno = S905
guard.sparkno = S902
sparkxy = -15,-85 + var(11)
hitsound   = S0,7
guardsound = S0,39
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -20,-5
air.velocity = -20,-5
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 60,50
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 5
attr = S, HP
animtype  = up
damage    = 27,10
guardflag = M
hitflag = MAF
pausetime = 0,11
guard.pausetime = 0,27
sparkno = S905
guard.sparkno = S902
sparkxy = -15,-85 + var(11)
hitsound   = S0,7
guardsound = S0,39
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -11,-8
air.velocity = -11,-8
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 7
trigger2 = animelem = 9
trigger3 = animelem = 11
trigger4 = animelem = 13
attr = S, HP
animtype  = up
damage    = 13,10
guardflag = M
hitflag = MAF
pausetime = 0,11
guard.pausetime = 0,27
sparkno = S905
guard.sparkno = S902
sparkxy = -15,-85 + var(11)
hitsound   = S0,7
guardsound = S0,39
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -11,-8
air.velocity = -11,-8
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 15
attr = S, HP
animtype  = up
damage    = 10,10
guardflag = M
hitflag = MAF
pausetime = 0,12
guard.pausetime = 0,27
sparkno = S905
guard.sparkno = S902
sparkxy = -15,-85 + var(11)
hitsound   = S0,7
guardsound = S0,39
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -4,-7
air.velocity = -4,-7
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 2100]
type = Pause
triggerall = MoveHit
triggerall = (GameTime%2) = 1
trigger1 = parent,var(13) = 0
trigger1 = parent,var(15) = 0
triggerall = 1
time = 1
movetime = 0

[State 2100]
type = Pause
triggerall = MoveHit
triggerall = (GameTime%3) = 1
trigger1 = parent,var(13) >= 1
trigger1 = parent,var(15) >= 1
triggerall = 1
time = 1
movetime = 0

[State 240, 4]
type = bindtoroot
trigger1 = 1
pos = 0,0
time = 2
ignorehitpause = 1

[State 821, 4]
type = destroyself
trigger1 = animtime = 0


;====================================================================
[Statedef 3103]
type = S
movetype = H
physics = S
velset = 0,0
ctrl = 0

[State 3103, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1302

[State 3103, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 3104

;==================================================================
[Statedef 3104]
type = S
movetype = H
physics = S

[State 3104, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 5300








;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
;******************************** INTELIGENCIA ARTIFICIAL **********************************************

; ==========================================================================
;++++++++++++++++++++++++++     IA QUE MOSTRA QUANDO ESTÁ LIGADA    ++++++++
; ==========================================================================
[State -2]
type = DisplayToClipboard
trigger1 = 1
text = "EU SOU A IA DO YUSUKE E ESTOU LIGADA A.I. %d, VelX %f, VelY %f, P2DistX %f, P2DistY %f"
params = var(20),Vel X,Vel Y,P2BodyDist X,P2BodyDist Y



;===========================================================================
;++++++++++++++++++++++++++     IA DEFESA     ++++++++++++++++++++++++++++++
;===========================================================================


[State -2, IA]
type = ChangeState
triggerall = Ctrl
triggerall = roundstate = 2
triggerall = StateType = S
triggerall = var(59) = 1
trigger1 = P2MoveType = A
trigger1 = P2BodyDist X <= 40
trigger1 = Random < 500
trigger2 = enemy(0), numproj > 0 
value = 130


[State -2,IA]
Triggerall = roundstate = 2
type = changestate
triggerall = var(30) != 0 
triggerall = statetype = C
triggerall = p2movetype = A
trigger1 = P2BodyDist X <= 40
trigger1 = Ctrl
trigger2 = enemy(0), numproj > 0 
value = 131 

[State -2,IA]
type = changestate
Triggerall = roundstate = 2
triggerall = var(30) != 0
triggerall = statetype = A
triggerall = p2movetype = A
trigger1 = p2bodydist X <=40
trigger1 = Ctrl
value = 132

[State -2,IA]
type = ChangeState
triggerall = var(20) = 1
triggerall = Statetype != A
triggerall = P2statetype != C
triggerall = P2Movetype = A
trigger1 = 1
trigger1 = stateno = 152;--------------------------defesa agachado
value = 150;----------------------------------------foto no fundo

[State -2,IA]
type = ChangeState
triggerall = Ctrl
triggerall = roundstate = 2
triggerall = StateType = S
triggerall = Var(59) = 1
trigger1 = P2StateType = C
trigger1 = P2MoveType = A
trigger1 = P2BodyDist X <= 40
trigger1 = random < 500
trigger2 = enemy(0), numproj > 0 
value = 152

;===========================================================================
;++++++++++++++++++++++++++     IA ATAQUES     +++++++++++++++++++++++++++++
;===========================================================================

;===========================================KUNG FU PALM
[State -2,KUNG FU PALM]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(30) != 0) 
triggerall = statetype = S
triggerall = p2statetype != A
trigger1 = p2bodydist x >= 50 
trigger1 = Ctrl
value = 1000

;===========================================KUNG FU PALM
[State -2,KUNG FU PALM]
type = changestate
Triggerall = roundstate = 2
triggerall = var(30) != 0 
triggerall = statetype = S
triggerall = p2statetype != A
trigger1 = Ctrl
trigger1 = p2bodydist x >= 50 
value = 1010

;===========================================KUNG FU UPER
[State -2,KUNG FU UPER]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(30) != 0) 
triggerall = statetype = S
triggerall = p2statetype != A
trigger1 = p2bodydist x >= 50 
trigger1 = Ctrl
value = 1300

;===========================================KUNG FU UPER
[State -2,KUNG FU UPER]
type = changestate
Triggerall = roundstate = 2
triggerall = var(30) != 0 
triggerall = statetype = S
triggerall = p2statetype != A
trigger1 = Ctrl
trigger1 = p2bodydist x >= 50 
value = 1310

;===========================================KUNG FU KNEE
[State -2,KUNG FU KNEE]
type = changestate
Triggerall = roundstate = 2
triggerall = var(30) != 0
triggerall = stateno = 50
triggerall = time >= 15
trigger1 = p2bodydist X >= 50
trigger1 = Ctrl
value = 1200


;===========================================KUNG FU KNEE
[State -2,KUNG FU KNEE]
type = changestate
Triggerall = roundstate = 2
triggerall = var(30) != 0
triggerall = stateno = 50
triggerall = time >= 15
trigger1 = p2bodydist X >= 80
trigger1 = Ctrl
value = 1210


;===========================================KUNG FU DRAGAO
[State -2,DRAGAO]
type = changestate
Triggerall = roundstate = 2
triggerall = var(30) != 0
triggerall = statetype = A
triggerall = p2statetype = A
trigger1 = p2bodydist x >= 6
trigger1 = random = 100
trigger1 = Ctrl
value = 2000

;===========================================KUNG FU COTOVELADA
[State -2,KUNG FU COTOVELADA]
type = changestate
Triggerall = roundstate = 2
triggerall = var(30) != 0
triggerall = statetype = S
triggerall = p2statetype = A
trigger1 = p2bodydist x >= 39
trigger1 = random >300
trigger1 = Ctrl
value = 1400

;===========================================KUNG FU COTOVELADA
[State -2,KUNG FU COTOVELADA]
type = changestate
Triggerall = roundstate = 2
triggerall = var(30) != 0
triggerall = statetype = S
triggerall = p2statetype = A
trigger1 = p2bodydist x >= 25
trigger1 = random >200
trigger1 = Ctrl
value = 1410


;===========================================KUNG FU TRIPLE PALM
[State -2,KUNG FU TRIPLE PALM]
type = changestate
Triggerall = roundstate = 2
triggerall = var(30) != 0
triggerall = statetype = A
triggerall = p2statetype != A
trigger1 = p2bodydist x >= 39
trigger1 = random >340
trigger1 = power >= 3000
trigger1 = Ctrl
value = 3000

;=========================================== KUNG FU DRAGON PUNCH
[State -2, ATAQUES ANT AÉRIOS]
type = changestate
Triggerall = roundstate = 2
triggerall = var(30) != 0
triggerall = statetype = A
triggerall = p2statetype != A
trigger1 = p2bodydist x >= 25
trigger1 = random >340
trigger1 = Ctrl
value = 1500

;=========================================== KUNG FU DRAGON PUNCH
[State -2, ATAQUES ANT AÉRIOS]
type = changestate
Triggerall = roundstate = 2
triggerall = var(30) != 0
triggerall = statetype = A
triggerall = p2statetype != A
trigger1 = p2bodydist x >= 35
trigger1 = random >340
trigger1 = Ctrl
value = 1600

;=========================================== KUNG FU HIPER CHUTE
[State -2, ATAQUES ANT AÉRIOS]
type = changestate
Triggerall = roundstate = 2
triggerall = var(30) != 0
triggerall = statetype = A
triggerall = p2statetype != A
trigger1 = p2bodydist x >= 85
trigger1 = random >340
trigger1 = Ctrl
value = 1700

;=========================================== KUNG FU HIPER CHUTE
[State -2, ATAQUES ANT AÉRIOS]
type = changestate
Triggerall = roundstate = 2
triggerall = var(30) != 0
triggerall = statetype = A
triggerall = p2statetype != A
trigger1 = p2bodydist x >= 25
trigger1 = random >340
trigger1 = Ctrl
value = 1710


;===========================================BALAO
[State -2,BALAO]
type = ChangeState
triggerall = var(20)= 1
triggerall = p2life != 0
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = p2stateno = 100
trigger1 = p2bodydist x = [30,50]
value = 800





;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 41 ;Jump land
trigger2 = stateno = 42 ;Run-back land
trigger3 = stateno = 43
value = 3, 17

















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

[statedef 702]
type = S
Movetype = I
physics = S
Anim = 8909
poweradd = 15
ctrl = 0

[State 8899, 1]
type = PlaySnd
trigger1 = animelem=1
value = s4, 44

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 23242
pos = 0,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-5
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =






[state 702, 2]
type = posadd
trigger1 = animelem = 1
x = 300

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 10
freq = 60
ampl = -4
phase = 90
;ignorehitpause =
;persistent =






[state 702 ,5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

;uppercut

[StateDef 8899]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 8899
poweradd = 20
sprpriority = 2

[State 8899, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3, 0

[State 8899, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 30
animtype = Back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s60000
guard.sparkno = S2004
sparkxy = -10, -76
hitsound = s55, 55
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 5
fall.envshake.time = 10

[State 8899, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[StateDef 9908]
type = S
movetype= A
physics = S
juggle  = 1
velset = 10,0
ctrl = 0
anim = 9908
poweradd = 20
sprpriority = 2

[State 9908, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3, 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 56432
pos = 50,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =


[State 9908, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 30,5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s3006
guard.sparkno= s2004
sparkxy = -10, -76
hitsound = s3, 20
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -20,10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
fall=1
envshake.time = 5
fall.envshake.time = 10

[State 9908, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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


[StateDef 9080]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 9080
poweradd = -1000

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S21,0
volume = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3,24
volume = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0




[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 80
anim = s60000
pos = 0,-50
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1





[State 0, Explod]
type = Explod
trigger1 = animelem = 31
anim = 22222
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =










[State 0, AfterImage]
type = AfterImage
trigger1 = animelem= 1
time = 200
length = 20
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = 10,10,25
;palmul = .65,.65,.75
;timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =



[State 0, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 85
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 1
;color = 256
;ignorehitpause =
;persistent =


[State 0, EnvShake]
type = EnvShake
trigger1 = animelem=1
time = 90
freq = 60
ampl = -10
phase = 90
;ignorehitpause =
;persistent =

;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =




[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 8976
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove =1
pausemove =1
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 22222
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove =1
pausemove =1
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 11111
pos = 0,-50
postype = p1,back ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove =1
pausemove =1
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =




[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 14
trigger3 = animelem = 23
value = S55,56
volume = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 14
trigger3 = animelem = 23
value = S55,56
volume = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
trigger2 = animelem = 20
trigger3 = animelem = 30
value = S55,56
volume = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 32
value = S23,0
volume = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 32
value = S20,2
volume = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0





[State 9080, 1]
type = Projectile
trigger1 = AnimElem = 4
trigger2 = animelem = 14
trigger3 = animelem = 23
projanim = 520
projhitanim = 60000
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 52,-76
velocity = 8
attr = S, SP
damage   = 20,5
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s3,25
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 90
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
palfx.time = 70
palfx.add = 40,-60,-200
palfx.sinadd = 40,30,0,10
palfx.color = 50
envshake.time=10
envshake.freq=20
envshake.ampl=7




[State 9080, 1]
type = Projectile
trigger1 = AnimElem = 7
trigger2 = animelem = 17
trigger3 = animelem = 27
projanim = 77777
projhitanim = 11223
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 35,-57
velocity = 8
attr = S, SP
damage   = 20,5
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s3,25
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 90
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
palfx.time = 70
palfx.add = 40,-60,-200
palfx.sinadd = 40,30,0,10
palfx.color = 50
envshake.time=10
envshake.freq=20
envshake.ampl=7



[State 9080, 1]
type = Projectile
trigger1 = AnimElem = 10
trigger2 = animelem = 20
trigger3 = animelem = 30
projanim = 1018
projhitanim = 2018
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 70,-72
velocity = 8
attr = S, SP
damage   = 20,5
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s3,25
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 200
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
palfx.time = 200
palfx.add = 90,-60,-200
palfx.sinadd = 40,30,0,10
palfx.color = 50
envshake.time=10
envshake.freq=20
envshake.ampl=7


[State 9080, 1]
type = Projectile
trigger1 = AnimElem = 32
projanim = 540
projhitanim = 7788
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 70,-72
velocity = 12
attr = S, SP
damage   = 200
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s55,58
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 200
ground.velocity = -6,-12
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 1
fall=1
palfx.time = 200
palfx.add = 90,-60,-200
palfx.sinadd = 40,30,0,10
palfx.color = 50
envshake.time=10
envshake.freq=20
envshake.ampl=7


[State 3003, Explod]
type = Explod
trigger1 = WinKo
anim = 25599
ID = 25599
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime =300
scale = 1,1
sprpriority = -1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State 3003, PlaySnd]
type = PlaySnd
trigger1 =  WinKo
value = S55,58
volume = 255
ignorehitpause = 1
persistent = 0




[State 9080, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-------------------------------------------------------------------------
[StateDef 17009]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 17009
poweradd = 20
sprpriority = 2

[State 17009, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 300
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time=40
envshake.freq=80
envshake.ampl=20

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 23242
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =



[State 17009, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------
;raging demon
[Statedef 1150]
type = S
movetype = I
Physics = N
anim = 1080
velset = 0,0
ctrl = 0
juggle = 0
poweradd = -3000

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 8976
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 999999
pausemove = 999999
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 23243
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 999999
pausemove = 999999
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =



[State 0, Explod]
type = Explod
trigger1 = animelem =1
anim = 13121
ID = 13121
pos = 50,100
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
scale = .5,1
random = 0,0
removetime = -2
supermove = 999999
pausemove = 9999999
scale = 1,1.5
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =






[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 70
sound = S2,23
pos = 10, 125
darken = 0
p2defmul = 0
poweradd = 0
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 3050, RedBG]
type = bgpalfx
trigger1 = time = 0
add = 0,0,0
time = 160
sinadd = -255,-255,-255,240






[State 1040, Afterimages]
type = AfterImage
trigger1 = time = 7
time = 999
TimeGap = 1
FrameGap = 4
length = 15
PalBright = 0,0,0
PalContrast = 120,120,220
PalMul = 1,1,1
trans = add1
removeongethit = 1

[State 1150, Go!]
type = VelSet
trigger1 = Time = 7
x = 10

[State 1150, Change to Attacking]
type = StatetypeSet
trigger1 = P2BodyDist X < 5
movetype = A

[State 1150, Change to Non-Attacking]
type = StatetypeSet
trigger1 = P2BodyDist X > 5
movetype = I

[State 1150, Let's Hitting!]
type = HitDef
trigger1 = AnimElem = 3
getpower = 0
attr = S, HT
hitflag = M
guardflag =
priority = 2, Miss
sparkno = -1
snap = 50,0
guard.sparkno = -1
sprpriority = 2
hitsound = S0,4
p1facing = 1
p2facing = 1
p1stateno = 1151
p2stateno = 1152
fall = 1
fall.recover = 0


[State 1150, Afterimages...go away!]
type = Afterimagetime
trigger1 = Time = 39 || FrontEdgeBodyDist = 0
time = 1

[State 1150, You missed you loser.]
type = ChangeState
trigger1 = Time = 40 || FrontEdgeBodyDist = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------
[Statedef 1151]
type = S
movetype = A
Physics = N
anim = 1081
velset = 0,0
ctrl = 0
juggle = 0

[State 1150, Afterimages...go away!]
type = Afterimagetime
trigger1 = Time = 0
time = 1

[State 1150, Super BG gone!]
type = RemoveExplod
trigger1 = Time = 20
ID = 792


[State 1150, Completely Dark!]
type = VarSet
trigger1 = Time = 0
var(18) = 0


[State 1150, Dark to Light Part 2!]
type = EnvColor
trigger1 = Time = [20,350]
value = var(18),var(18),var(18)
time = 1






[State 1041, Hitting Noise]
type = PlaySnd
triggerall = Time = [30,75]
trigger1 = (Time%3) = 0
value = S3,3

[State 1041, Hitting Noise]
type = PlaySnd
triggerall = Time = [100,180]
trigger1 = (Time%3) = 0
value = S55,55



[State 1150, HitSparks!]
type = Explod
anim = 60000
triggerall = Time = [32,75]
trigger1 = (Time%3) = 0
postype = P1
pos = 10,-60
ownpal = 1
random = 100,100
ontop = 1
scale = 1,1

[State 1150, HitSparks!]
type = Explod
anim = 2004
triggerall = Time = [32,75]
trigger1 = (Time%3) = 0
postype = P1
pos = 10,-60
ownpal = 1
random = 100,100
ontop = 1
scale = 1,1

[State 1150, HitSparks!]
type = Explod
anim = 2004
triggerall = Time = [75,180]
trigger1 = (Time%3) = 0
postype = P1
pos = 10,-60
ownpal = 1
random = 100,100
ontop = 1
scale = 1,1

[State 1150, HitSparks!]
type = Explod
anim = 3006
triggerall = Time = [100,180]
trigger1 = (Time%3) = 0
postype = P1
pos = 10,-60
ownpal = 1
random = 100,100
ontop = 1
scale = 1,1

[State 1150, HitSparks!]
type = Explod
anim = 11111
triggerall = Time = [180,180]
trigger1 = (Time%3) = 0
postype = p2,back
pos = 10,-60
ownpal = 1
ontop = 0
scale = 2,2





[State 1150, Done!  POSE!]
type = ChangeState
trigger1 = Time = 180
value = 1153
;------------------------------------------------------------------------------------------
; A Demon tat is Raging (I got hit!  I got hit!)
[Statedef 1152]
type = S
movetype = H
Physics = N
velset = 0,0
ctrl = 0

[State 1152, Sit here]
type = ChangeAnim2
trigger1 = Time = 0
value = 5011

[State 1152, OUCH!]
type = LifeAdd
trigger1 = Time = 180
value = -999999

[State 1152, End]
type = SelfState
triggerall = alive
trigger1 = Time = 180
value = 5120

[State 1152, Dead]
type = SelfState
triggerall = !alive
trigger1 = Time = 180
value = 5150

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

; A Demon tat is Raging (Pose!)
[Statedef 1153]
type = S
movetype = A
Physics = N
anim = 181
velset = 0,0
ctrl = 0
juggle = 0

[State 3003, Explod]
type = Explod
trigger1 = WinKo
anim = 25599
ID = 25599
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime =300
scale = 1,1
sprpriority = -1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State 3003, PlaySnd]
type = PlaySnd
trigger1 =  WinKo
value = S55,58
volume = 255
ignorehitpause = 1
persistent = 0


[State 1041, That Evil Raging Demon Noise]
type = PlaySnd
trigger1 = Time = 0
value = S55,58



[State 790, BG Black]
type = EnvColor
trigger1 = time = 0
value = 0,0,0
under = 1
time = 12



[State 3050, RedBG]
type = bgpalfx
trigger1 = time = 0
add = 0,0,225
time = 160
sinadd = -255,-255,-255,240






[State 790, BG Black]
type = EnvColor
trigger1 = time = 0
value = 0,0,0
under = 1
time = 12

[State 1154, No Foreground]
type = Assertspecial
trigger1 = 1
flag = NoFG




[State 1155, End]
type = ChangeState
trigger1 = Time = 90
value = 0
ctrl = 1

;------------------------------------------------------------
;fist of fury


[statedef 3001]
type = S
physics = S
movetype = A
anim = 3001
ctrl = 0
sprpriority = 2
velset = 0,0
poweradd= -2000

[State 3001, Width]
type = Width
trigger1 = animelem = 2
value = 30,0

[State 3050, RedBG]
type = bgpalfx
trigger1 = time = 0
add = 0,0,0
time = 160
sinadd = -255,-255,-255,240



[State 3009, Explod]
type = Explod
trigger1 = movecontact
anim = 60000
ID = 60000
pos = -10,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 6
persistent = 0
ownpal = 1



[State 3009, Explod]
type = Explod
trigger1 = movecontact
anim = 3006
ID = 3006
pos = -10,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 6
persistent = 0

[State 3009, Explod]
type = Explod
trigger1 = movecontact
anim = 2004
ID = 2004
pos = -10,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 6
persistent = 0


[State 4000, Afterimage]
type = AfterImage
trigger1 = !time
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
TimeGap  = 2
FrameGap = 3
Trans = none
time = 27

[State 3001, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 50
anim = S8976
pos = -20,-60
sound = S2,23
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1

[State 3001, Explod]
type = Explod
trigger1 = animelem = 2
anim = 9024
ID = 9024
pos = -10,-71
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1,1
sprpriority = 4





[State 3001, VelSet]
type = VelSet
trigger1 =(gametime%2)
x = 30

[State 7000, EnvColor]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,255
time = 1
under = 1

[State 3001, 1]
type = HitDef
trigger1=time = 0
attr=S,HA
damage=100
animtype =hard
guardflag=MA
hitflag=MAF
priority=3, Hit
pausetime=2,100
sparkno = S2004+(random%4)
guard.sparkno= S2004
sparkxy = -5,-76
hitsound=S90, 90
guardsound=6, 0
ground.type=High
ground.slidetime=5
ground.hittime=12
ground.velocity = -4
airguard.velocity =-1.9,-.8
air.type = High
air.velocity =-1.4,-3
air.hittime =12
envshake.time =10
envshake.freq =90
envshake.ampl = -4
palfx.time = 32
palfx.add = 224,68,-40
palfx.mul = 256,192,128
palfx.sinadd = -160,-160,-160,14
palfx.color = 0
palfx.invertall = 1
kill=0
ignorehitpause = 1
getpower = 0

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S4250,1
volume = 200

[State 3001, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3001, Turn]
type = Turn
trigger1 =time = 41

[State 3001, ChangeState]
type = ChangeState
trigger1 = time = 10 && movehit
value = 3002
ctrl = 0

[State 3001, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[statedef 3002]
type = S
movetype = I
physics = S
ctrl = 0
anim = 3002
sprpriority = 2
poweradd = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noBG

[State 3001, BGPalFX]
type = BGPalFX
trigger1 =anim = 3002
time = 1
add = 5,5,5
mul = 30,30,30
invertall = 0
color = 256

[State 3002, Helper]
type = Helper
trigger1 = time = 60
helpertype = normal
name ="lightning"
ID = 3003
stateno = 3003
pos = 0,-50
postype = p2
facing = 1
keyctrl = 0
ownpal = 0



[State 3002, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 0
ctrl = 1

[statedef 3003]
type = A
movetype = A
physics = N
velset = 0,0
anim = 9023
poweradd = 0

[State 3003, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noBG



[State 7000, EnvColor]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,255
time = 1
under = 1

[State 3003, Explod]
type = Explod
trigger1 = WinKo
anim = 25599
ID = 25599
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime =300
scale = 1,1
sprpriority = -1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State 3003, PlaySnd]
type = PlaySnd
trigger1 =  WinKo
value = S55,58
volume = 255
ignorehitpause = 1
persistent = 0


[State 3003]
type = HitDef
trigger1 = time = 0
trigger2 = time = 1
trigger3 = time = 2
trigger4 = time = 3
trigger5 = time = 4
trigger6 = time = 5
trigger7 = time = 6
trigger8 = time = 7
trigger9 = time = 8
trigger10 = time = 9
trigger11 = time = 10
trigger12 = time = 11
trigger13 = time = 12
trigger14 = time = 13
trigger15 = time = 14
trigger16 = time = 15
attr = A, NA
damage = 10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 10
sparkno = 0
sparkxy = 500,500
hitsound = s89, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time =20
envshake.freq =100
envshake.ampl = -4
palfx.time = 40
Palfx.add = 100,100,180
Palfx.sinadd = -80,-80,-80,10
Palfx.color = 0
Palfx.invertall = 1
fall = 1
fall.recover = 0
getpower =0

[State 3003, EnvColor]
type = EnvColor
trigger1 = animelem = 2
value = 255,255,255
time = 3

[State 3003,end]
type = DestroySelf
trigger1 = !animtime

;-------------------------------------------------------
 [statedef 3009]
type = S
movetype = I
physics = S
ctrl = 0
anim = 5009
sprpriority = 2
poweradd = -2000

[State 3050, RedBG]
type = bgpalfx
trigger1 = time = 0
add = 0,0,0
time = 200
sinadd = -255,-255,-255,240

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3,24
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S90,90
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 80
freq = 60
ampl = -10
phase = 90
;ignorehitpause =
;persistent =

[State 3009, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 70
anim = s23676
sound = s2,23
pos = -15,-60
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7014
ID = 7014
pos = 0,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove =99999
pausemove =99999
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem =1
anim = 9043
ID = 9043
pos = 50,100
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 999999
pausemove = 9999999
scale = 1,1.5
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =









[State 3009, Helper]
type = Helper
trigger1 = animelem = 2
helpertype = player
name ="wave"
ID = 3005
stateno = 3005
pos = 150,-70
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ontop = 1
size.xscale (float) = 1
size.yscale (float) =3





[State 3009, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 0
ctrl = 1

[statedef 3005]
type = A
movetype = A
physics = s
velset = 0,0
anim = 23576
poweradd = 0
ontop = 1





[State 3005, Explod]
type = Explod
trigger1 = WinKo
anim = 25599
ID = 25599
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime =300
scale = 1,1
sprpriority = -1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State 3005, PlaySnd]
type = PlaySnd
trigger1 =  WinKo
value = S55,58
volume = 255
ignorehitpause = 1
persistent = 0


[State 3005]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
trigger10 = animelem = 10
trigger11 = animelem = 11
trigger12 = animelem = 12
trigger13 = animelem = 13
trigger14 = animelem = 14
trigger15 = animelem = 15
trigger16 = animelem = 17
trigger17 = animelem = 18
trigger18 = animelem = 19
trigger19 = animelem = 20
trigger20 = animelem = 21
trigger21 = animelem = 22
trigger22 = animelem = 23
trigger23 = animelem = 24
trigger24 = animelem = 25
trigger25 = animelem = 26
attr = A, NA
hitonce = 1
damage = 15
animtype = Hard
guardflag = MAF
hitflag = MAF
priority = 10, Hit
pausetime = 0
sparkno = 0
sparkxy = 500,500
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time =20
envshake.freq =100
envshake.ampl = -4
palfx.time = 40
Palfx.add = 100,100,180
Palfx.sinadd = -80,-80,-80,10
Palfx.color = 0
Palfx.invertall = 1
fall = 1
fall.recover = 0
getpower =0



[State 3005,end]
type = DestroySelf
trigger1 = !animtime

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


