http://mugenexus.cjb.net

[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 9999
sparkno = -1
guard.sparkno = -1
KO.echo = 0
volume = 255
IntPersistIndex = 59
FloatPersistIndex =

[Size]
xscale = 1            ;Horizontal scaling factor.
yscale = 1            ;Vertical scaling factor.
ground.back = 20      ;Player width (back, ground)
ground.front = 15     ;Player width (front, ground)
air.back = 30         ;Player width (back, air)
air.front = 20        ;Player width (front, air)
height = 120          ;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, -110     ;Approximate position of head
mid.pos = 5, -60      ;Approximate position of midsection
shadowoffset = 0;-6     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0     ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2      ;Walk forward
walk.back = -2     ;Walk backward
run.fwd  = 4.6, 0    ;Run forward (x, y)
run.back = -4.5,-2.8 ;Hop backward (x, y)
jump.neu = 0,-10.5 ;-11.5    ;Neutral jumping velocity (x, y)
jump.back = -3    ;Jump back Speed (x, y)
jump.fwd = 3       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.2      ;.
airjump.neu = 0,-8.2      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .52         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .80 ;Friction coefficient when crouching

; Lose by Time Over ---------------------------------------
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0


[State 666, voz]
type = PlaySnd
trigger1 = Time = 0
value = 11, 3


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


; Lose by Defendendo ---------------------------------------
[Statedef 171]
type = S
movetype = H
ctrl = 0
anim = 171
sprpriority = -2
velset = 0,0

[State 106, 2]
type = PosSet
trigger1 = Time < 10
y = 0


[State 666, voz]
type = PlaySnd
trigger1 = Time = 5
value = 11, 3


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

[State 180, 2]
type = turn
trigger1 = AnimElem = 15

[State 170, 1]
type = PosAdd
trigger1 = AnimElem = 15
X = -16


[State 180, 2]
type = ChangeState
trigger1 = AnimElem = 15
value = 5150 



; Win state decider ---------------------------------------
[Statedef 180]
type = S

[State 190, 1]
type = VarRandom
trigger1 = Time= 0
v = 1
range = 0,100   

[State 180, 2]
type = ChangeState
trigger1 = Time= 2
trigger1 = var(1) = [0,50]
value = 181

[State 180, 2]
type = ChangeState
trigger1 = Time= 2
trigger1 = var(1) = [51,100]
value =182
; Win1 ---------------------------------------
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 190, 1]
type = VarRandom
trigger1 = Time= 0
v = 1
range = 0,100   

[State 1000, voz]
type = PlaySnd
trigger1 = time = 0
value = 180,1

[State 1000, voz]
type = PlaySnd
trigger1 = animElem = 4
value = 1100, 2

[State 1000, voz]
type = PlaySnd
trigger1 = animElem = 9
value = 1100, 6

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

[State 181]
type = AssertSpecial
trigger1 = Time < 250
flag = roundnotover
; Win2 ---------------------------------------
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 1000, voz]
type = PlaySnd
trigger1 = time = 0
value = 180, 0

[State 1000, voz]
type = PlaySnd
trigger1 = animElem = 7
value = 1100, 8

[State 1000, voz]
type = PlaySnd
trigger1 = 0;animElem = 9
value = 180,1


[State 181, 2]
type = NotHitBy
trigger1 = 1
value = SCA

; Decidir INTRO
[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 190, 1]
type = VarRandom
trigger1 = Time= 0
v = 1
range = 0,150   

[State 180, 2]
type = ChangeState
trigger1 = Time= 2
trigger1 = var(1) = [0,50]
value = 191

[State 180, 2]
type = ChangeState
trigger1 = Time= 2
trigger1 = var(1) = [51,100]
value =192

[State 180, 2]
type = ChangeState
trigger1 = Time= 2
trigger1 = var(1) = [101,150]
value =193

[State 182]
type = AssertSpecial
trigger1 = Time < 240
flag = roundnotover
; Intro ---------------------------------------
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = noshadow
flag3 = nofg

[state 3000, Chama] ;chama escurece tela
type = helper
trigger1 = time = 60
ID = 86668
pos = -50,-50
postype = left
stateno = 88668
helpertype = normal
sprpriority = 777
ownpal = 1
bindtime = -1
size.xscale = 20
size.yscale = 20
pausemovetime = 100
supermovetime = 100
keyctrl = 0

[State 101, sprial]
type = Explod
trigger1 = time = 165
anim = 7015
pos = 0,40
bindtime = -1
scale = 1.1,1	
sprpriority = -9
ownpal = 1
[State 101, spiral]
type = Explod
trigger1 = time = 165
anim = 7016
pos = 0,40
bindtime = -1
scale = 1.1,1	
sprpriority = 9
ownpal = 1

[State 101, portalAbre]
type = Explod
trigger1 = !time
anim = 7200
pos = 0,5
bindtime = -1
scale = .6,.8	
sprpriority = -8
ownpal = 1
[State 101, portalFrente]
type = Explod
trigger1 = !time
anim = 7201
pos = 0,5
bindtime = -1
scale = .6,.8	
sprpriority = 9
ownpal = 1

[State 101, sangueEscorre]
type = Explod
trigger1 = time = 280
anim = 1945
pos = 0,0
bindtime = -1
;scale = .7,.7	
sprpriority = 8
ownpal = 1

[State 101, sam1]
type = Explod
trigger1 = time = 130
anim = 7300
postype = left
bindtime = -1
sprpriority = 10
ownpal = 1
[State 101, sam1]
type = Explod
trigger1 = time = 150
anim = 7301
postype = left
bindtime = -1
sprpriority = 10
ownpal = 1

[State 751, env]
type = EnvShake
trigger1 = !time
time = 60
ampl = -5
freq = 30
phase = 30

[State 751, env]
type = EnvShake
trigger1 = time = 60
time = 60
ampl = -3
freq = 50
phase = 50

[State 666, voz]
type = PlaySnd
trigger1 = !time
value = 1200, 8
channel = 2

[State 666, voz]
type = PlaySnd
trigger1 = time = 100
value = 1200, 9
channel = 2

[State 666, voz]
type = StopSnd
trigger1 = time = 140
value = 1200, 9
channel = 2

[State 666, voz]
type = null;PlaySnd
trigger1 = !time
value = 1200, 5
channel = 1

[State 666, voz]
type = PlaySnd
trigger1 = time = 410
value = 1200, 6
;channel = 3

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0
; Intro ---------------------------------------
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 1]
type = VarRandom
trigger1 = Time= 0
v = 1
range = 0,100   

[State 666, voz]
type = PlaySnd
trigger1 = time = 2 && var(1) = [0,50]
value = 190, 1

[State 666, voz]
type = PlaySnd
trigger1 = time = 2 && var(1) = [51,100]
value = 190, 4

[State 101, maofrente]
type = Explod
trigger1 = time >=0 && timeMod = 10,2 && time <= 40
anim = 7003
random = 50,0
pos = 50,-10
bindtime = -1
;scale = 1,1.7	
sprpriority = 9
ownpal = 1

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0
; Intro ---------------------------------------
[Statedef 193]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 210, 4]
type = Explod
trigger1 = time = 0
anim = 7008
postype = p1
pos = -10,-5
sprpriority = -10
bindtime = 1
ownpal = 1

[State 101, barriga]
type = Explod
trigger1 = time = 117 || time = 125
anim = 7003
random = 1,0
pos = -30,2
bindtime = -1
facing = -1
scale = 1,.7	
sprpriority = 9
ownpal = 1

[State 666, voz]
type = PlaySnd
trigger1 = time = 10
value = 1100, 2
channel = 1

[State 666, voz]
type = PlaySnd
trigger1 = time = 117 || time = 125 
value = 1100, 3
channel = 2

[State 666, voz]
type = PlaySnd
trigger1 = time = 145
value = 800, 1

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0
; Intro ---------------------------------------
[Statedef 194] ;saco de pancada
type = S
ctrl = 0
anim = 191
velset = 0,0
sprpriority = 2   

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeAnim
trigger1 = AnimTIme = 0
trigger1 = Anim = 191
value = 240

[State 666, voz]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Anim = 240
value = s1, 3

[State 666, voz]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = Anim = 240
value = s10, 0

[State 210, 4]
type = Explod
trigger1 = AnimElem = 4
trigger1 = Anim = 240
pos = 50,-160
anim = f0
sprpriority = 10
bindtime = 1
ownpal = 1

[state 1000, Chama] ;chama SAco
type = helper
trigger1 = time = 0 
ID = 1001
pos = 90,-90
postype = p1
stateno = 8001
helpertype = normal
sprpriority = -10
ownpal = 1
bindtime = 1
pausemovetime = 100
supermovetime = 100
sprpriority = 10
keyctrl = 0

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = time > 10
trigger1 = Anim = 240
trigger1 = AnimTime = 0
value = 0
; sacola Helper ---------------------------------------
[Statedef 8001]
type    = A 
movetype= A 
physics = S 
juggle  = 1 
velset = 0,0      
ctrl = 0          
anim = 8001
poweradd = 20     
sprpriority = 1   

[State 191, 3] ;Change to stand state when done
type = ChangeAnim
trigger1 = parent,AnimElem = 4
trigger1 = parent,Anim = 240
value = 8002

[State 191, 4] ;Change to stand state when done
type = VelSet
trigger1 = AnimElem = 1
trigger1 = Anim = 8002
X = 8

[State 191, 4] ;Change to stand state when done
type = PosAdd
trigger1 = AnimElem = 1
trigger1 = Anim = 8002
X = -68

[State 191, 4] ;Change to stand state when done
type = VelAdd
trigger1 = Time > 0
trigger1 = Anim = 8002
X = 1
y = -.1       

[State 195, 1]
type = DestroySelf
trigger1 = Time = 100
; Taunt ---------------------------------------
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
powerAdd = 500
sprpriority = 2

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

[State 190, 1]
type = VarRandom
trigger1 = Time= 0
v = 1
range = 0,150   

[State 666, voz]
type = PlaySnd
trigger1 = time = 6 && var(1) = [0,50] 
value = 190, 0

[State 666, voz]
type = PlaySnd
trigger1 = time = 6 && var(1) = [51,100]
value = 190, 11

[State 666, voz]
type = PlaySnd
trigger1 = time = 6 && var(1) = [101,150]
value = 190, 6

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
; Taunt2 ---------------------------------------
[Statedef 196]
type = S
ctrl = 0
anim = 196
velset = 0,0
movetype = I
physics = S
sprpriority = 2
poweradd = 200

[State 195, 1]
type = CtrlSet
trigger1 = Time = 90
value = 1

[State 1000, voz]
type = PlaySnd
trigger1 = time = 0
value = 196,random%2

[State 751, env]
type = EnvShake
trigger1 = animElem = 20
time = 10
ampl = -3
freq = 30
phase = 30

[State 751, env]
type = posadd
trigger1 = 0;time >= 90 && time <= 94
x = -2

[State 106, 3]
type = MakeDust
trigger1 = 0;Time >= 90 && time <= 95
pos = -15,10
spacing = 1

[State 1001, some axe]
type = Explod
trigger1 = time = 88
anim = 1202 
pos = 34,-86
sprpriority = 4
ownpal = 0
facing = -1
scale = .4	,1
ignorehitpause = 1
supermove = 1

[State 3005, sng]
type = Explod
trigger1 = time = 83
anim = 7005
pos = 10, -80
facing = -1
sprpriority = 10
ownpal = 1
pausemovetime = 100
supermovetime = 100

[State 3005, sang]
type = Explod
trigger1 = time = 84
anim = 7006
pos = 0, -80
facing = -1
sprpriority = 10
ownpal = 1
pausemovetime = 100
supermovetime = 100

[State 195, 2]
type = ctrlset
trigger1=time>=70
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
; Stand Light Close Punch ---------------------------------------
[Statedef 200]
type    = S 
movetype= A 
physics = S 
velset = 0,0      
ctrl = 0          
anim = 200        
poweradd = 20     
sprpriority = 2   
         
[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA      
damage = floor(fvar(10)*23),0    
animtype = Light  
guardflag = MA    
hitflag = MAF     
priority = 3, Hit         
pausetime = 5,5+(p2movetype=A)*5
sparkno = s7005
guard.sparkno = S6003
sparkxy = -10, -80        
hitsound = s1100, 12           
guardsound = s6,0         
ground.type = High           
ground.slidetime = 13      
ground.hittime  = 13
ground.velocity = -4         
airguard.velocity = -1.9,-.8 
airguard.ctrltime = 15
air.type = High              
air.velocity = -1.4,-3
guard.hittime = 13
guard.ctrltime = 13
envshake.time = 7
envshake.ampl = 4
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 18+(p2movetype=A)*5
air.hittime = 15
;--------------------僟儊乕僕曗惓
[State 200, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.98

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
; Standing punch ---------------------------------------
[Statedef 202]
type    = S
movetype= A
physics = S
poweradd= 65
ctrl = 0
velset = 0,0
anim = 202
sprpriority = 2

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = C, NA
animtype  = Light
damage    = floor(fvar(10)*30)
guardflag = MAF
pausetime = 5,5+(p2movetype=A)*5
sparkno = s7005
guard.sparkno = S6003
sparkxy = -15,-65
hitsound = s1100, 12
guardsound = s6,2
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
envshake.time = 7
envshake.ampl = 4
air.velocity = -2.5,-4
guard.hittime = 15
guard.ctrltime = 15
air.hittime = 18
airguard.ctrltime = 20
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 20+(p2movetype=A)*5
;--------------------僟儊乕僕曗惓
[State 202, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.98

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
; Standing medio punch ---------------------------------------
[Statedef 210]
type    = S
movetype= A
physics = S
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = floor(fvar(10)*50)
guardflag = MA
pausetime = 10,8+(p2movetype=A)*9
sparkno = s7006
guard.sparkno = S6003
sparkxy = -20,-70
hitsound   = s1,1
guardsound = s6,1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
air.hittime = 25
guard.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 26
ground.velocity = -5
envshake.time = 7
envshake.ampl = 4
air.velocity = -2.5
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 27+(p2movetype=A)*9
;--------------------僟儊乕僕曗惓
[State 210, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.94

[State 106, 3]
type = MakeDust
trigger1 = time >= 13 && time <= 18
pos = -8,0
spacing = 1

[State 210, 4]
type = posadd
trigger1 = animelem = 7
x = 39

[State 210, 4]
type = posadd
trigger1 = time >= 14 && time <= 16
x = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
; Standing Forte Perto ---------------------------------------
;Soca Rodada 
[Statedef 216]
type    = S
movetype= A
physics = S
poweradd= 120
velset = 0,0
anim = 225
ctrl = 0
sprpriority = 2

[State 1010, 6] 
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = Hard
damage    = floor(fvar(10)*70),0
guardflag = MA
pausetime = 8,8+(p2movetype=A)*9
sparkno = s7006
guard.sparkno = S6003
sparkxy = -30,-80
hitsound = s1100, 9
guardsound = s6,3
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
air.hittime = 26
guard.hittime = 22
guard.ctrltime = 22
airguard.ctrltime = 30
ground.velocity = -5
air.velocity = -4,-2
envshake.time = 7
envshake.ampl = 8
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 26+(p2movetype=A)*9
;--------------------僟儊乕僕曗惓
[State 216, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.90

[State 1010, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
; Standing Medio perto ---------------------------------------
[Statedef 215]
type    = S
movetype= A
physics = S
poweradd= 65
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = floor(fvar(10)*60)
guardflag = MA
pausetime = 8,6+(p2movetype=A)*9
sparkno = s7005
guard.sparkno = S6003
sparkxy = -30,-70
hitsound = s1100, 9
guardsound = s6,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
air.hittime = 22
guard.hittime = 18
guard.ctrltime = 18
airguard.ctrltime = 24
ground.velocity = -6
air.velocity = -3,-2
envshake.time = 7
envshake.ampl = 5
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 24+(p2movetype=A)*9
;--------------------僟儊乕僕曗惓
[State 215, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.94

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
; Standing strong punch ---------------------------------------
[Statedef 220]
type    = S
movetype= A
physics = S
poweradd= 65
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = floor(fvar(10)*70)
guardflag = MA
pausetime = 8,6+(p2movetype=A)*12
sparkno = s7006
guard.sparkno = S6003
sparkxy = -20,-70
hitsound = s1100, 9
guardsound = s6,3
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
air.hittime = 36
guard.hittime = 30
guard.ctrltime = 30
airguard.ctrltime = 36
ground.velocity = -6
air.velocity = 2.5,-4
envshake.time = 7
envshake.ampl = 5
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 36+(p2movetype=A)*12
;--------------------僟儊乕僕曗惓
[State 220, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.95

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
; Standing light kick ---------------------------------------
[Statedef 230]
type    = S
movetype= A
physics = S
poweradd= 22
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = floor(fvar(10)*20)
guardflag = MA
pausetime = 8,12+(p2movetype=A)*5
sparkno = S6000
guard.sparkno = S6003
sparkxy = -10,-50
hitsound   = s1,1
guardsound = s6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
air.hittime = 16
guard.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 20
ground.velocity = -5
envshake.time = 7
envshake.ampl = 4
air.velocity = -2.5,-3.5
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 20+(p2movetype=A)*5
;--------------------僟儊乕僕曗惓
[State 230, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.98

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
; Standing light kick close---------------------------------------
[Statedef 235]
type    = S
movetype= A
physics = S
poweradd= 22
ctrl = 0
velset = 0,0
anim = 235
sprpriority = 2

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = floor(fvar(10)*20)
guardflag = MA
pausetime = 8,12+(p2movetype=A)*5
sparkno = S6000
guard.sparkno = S6003
sparkxy = -25,-70
hitsound   = s1,1
guardsound = s6,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
air.hittime = 18
guard.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 20
ground.velocity = -5
envshake.time = 7
envshake.ampl = 4
air.velocity = -2.5,-3.5
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 20+(p2movetype=A)*5
;--------------------僟儊乕僕曗惓
[State 230, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.98

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
; Standing Medio kick ---------------------------------------
[Statedef 240]
type    = S
movetype= A
physics = S
poweradd= 65
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = floor(fvar(10)*70)
guardflag = MA
pausetime = 10,5+(p2movetype=A)*9
sparkno = S6001
guard.sparkno = S6003
sparkxy = -10,-65
hitsound   = s1,1
guardsound = s6,1
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
air.hittime = 30
guard.hittime = 25
guard.ctrltime = 25
airguard.ctrltime = 30
ground.velocity = -3
air.velocity = -2
envshake.time = 7
envshake.ampl = 5
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 30+(p2movetype=A)*9
;--------------------僟儊乕僕曗惓
[State 240, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.90

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
animtype  = Hard
damage    = floor(fvar(10)*70)
guardflag = MA
pausetime = 10,7+(p2movetype=A)*9
sparkno = S6001
guard.sparkno = S6003
sparkxy = -10,-65
hitsound   = s1,1
guardsound = s6,1
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
air.hittime = 30
guard.hittime = 25
guard.ctrltime = 25
airguard.ctrltime = 30
ground.velocity = -3
air.velocity = -2
envshake.time = 7
envshake.ampl = 5
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 30+(p2movetype=A)*9
;--------------------僟儊乕僕曗惓
[State 240, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.90

[State 170, 1]
type = PosAdd
trigger1 = AnimElem = 2
X = 10

[State 170, 1]
type = PosAdd
trigger1 = AnimElem = 3
X = 10

[State 240, 4]
type = VarSet
trigger1 = Time = 0
var(11) = 0
[State 240, 4]
type = VarSet
triggerAll = var(59) < 0
triggerAll = command = "c"
trigger1 = time > 10
var(11) = 1

[State 240, 4]
type = ChangeState
trigger1 = var(11) = 1
trigger1 = AnimElem = 10
value = 256; 241
ctrl = 0

[State 240, 4]
type = ChangeState
trigger1 = var(11) = 0
trigger1 = AnimTime = 0
value = 11
ctrl = 1
; Standing Medio kick tras ---------------------------------------
[Statedef 241]
type    = S
movetype= A
physics = S
poweradd= 65
ctrl = 0
velset = -4,0
anim = 241
sprpriority = 2

[State 170, 1]
type = posadd
trigger1 = time < 20
X = -1

[State 170, 1]
type = velSet
trigger1 = AnimElem = 7
X = 0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = floor(fvar(10)*70)
guardflag = MA
pausetime = 5,5+(p2movetype=A)*9
sparkno = S6001
guard.sparkno = S6003
sparkxy = -10,-90
hitsound   = s1,1
guardsound = s6,1
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
air.hittime = 30
guard.hittime = 25
guard.ctrltime = 25
airguard.ctrltime = 30
ground.velocity = -6
air.velocity = -2
envshake.time = 7
envshake.ampl = 5
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 30+(p2movetype=A)*9
;--------------------僟儊乕僕曗惓
[State 241, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.92

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
; Standing Medio kick frente ---------------------------------------
[Statedef 242]
type    = S
movetype= A
physics = S
poweradd= 65
ctrl = 0
velset = 4,0
anim = 242
sprpriority = 2

[State 170, 1]
type = posadd
trigger1 = time < 20
X = 1

[State 170, 1]
type = velSet
trigger1 = AnimElem = 7
X = 0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = floor(fvar(10)*70)
guardflag = MA
pausetime = 5,5+(p2movetype=A)*9
sparkno = S6001
guard.sparkno = S6003
sparkxy = -10,-90
hitsound   = s1,1
guardsound = s6,1
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
air.hittime = 25
guard.hittime = 25
guard.ctrltime = 25
airguard.ctrltime = 30
ground.velocity = -6
air.velocity = -2
envshake.time = 7
envshake.ampl = 5
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 30
;--------------------僟儊乕僕曗惓
[State 242, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.92

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
; Standing Medio kick frente ---------------------------------------
[Statedef 255]
type    = S
movetype= A
physics = S
poweradd= 65
ctrl = 0
velset = 4,0
anim = 258
sprpriority = 2

[State 170, 1]
type = posadd
trigger1 = time < 20
X = 1

[State 170, 1]
type = velSet
trigger1 = AnimElem = 6
X = 0

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
animtype  = hard
air.animtype = hard
fall.animtyper = hard
damage    = floor(fvar(10)*90)
guardflag = MA
pausetime = 8,5+(p2movetype=A)*9
sparkno = S6002
guard.sparkno = S6003
sparkxy = -10,-65
hitsound   = s1,1
guardsound = s6,1
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
air.hittime = 30
guard.hittime = 25
guard.ctrltime = 25
airguard.ctrltime = 30
ground.velocity = -8
air.velocity = -4,-4
envshake.time = 7
envshake.ampl = 5
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 999
;--------------------僟儊乕僕曗惓
[State 242, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.85

[State 106, 3]
type = MakeDust
trigger1 = time >= 20 && time <= 30
pos = -8,0
spacing = 1

[State 210, 4]
type = posadd
trigger1 = time >= 20 && time <= 35
x = 3

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 256
ctrl = 0

[Statedef 256]  ;------------- sobe
type    = A
physics = A
movetype= A
ctrl = 0
anim = 259
velset = 4,-7
sprpriority = 1

[State 1100, 2]
type = Veladd
triggerAll = time >= 12
trigger1 = Vel X > 1
X = -.3

[State 1070, 2]
type = VelAdd
trigger1 = time >= 0 && time <= 10
y = .3

[State 1070, 2]
type = VelAdd
trigger1 = time >= 10
y = .2

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = C, SA
animtype  = hard
air.animtype = hard
fall.animtyper = hard
hitflag = MAFD
damage    = floor(fvar(10)*60)
guardflag = MA
pausetime = 8,5+(p2movetype=A)*12
sparkno = S6002
guard.sparkno = S6003
sparkxy = -10,-80
hitsound   = s1,2
guardsound = s6,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
air.hittime = 32
guard.hittime = 30
guard.ctrltime = 30
airguard.ctrltime = 35
ground.velocity = -2,-8
air.velocity = -4,2
envshake.time = 10
envshake.ampl = 10
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = 999
;--------------------僟儊乕僕曗惓
[State 256, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.90

; Standing Frote kick ---------------------------------
[Statedef 250]
type    = S
movetype= A
physics = S
poweradd= 65
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 2

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype  = Medium
damage    = floor(fvar(10)*20)
guardflag = MA
pausetime = 8,6+(p2movetype=A)*12
sparkno = S6002
guard.sparkno = S6003
sparkxy = -10,-60
hitsound   = s1,2
guardsound = s6,3
ground.type = High
ground.slidetime = 40
ground.hittime  = ifelse(p2movetype=A,50,40)
air.hittime = ifelse(p2movetype=A,50,43)
guard.hittime = 40
guard.ctrltime = 40
airguard.ctrltime = 45
ground.velocity = -8,0
envshake.time = 10
envshake.ampl = 10
air.velocity = -2,-1
fall = 0
air.fall = 0
fall.recover = 0
fall.recovertime = 999
;--------------------僟儊乕僕曗惓
[State 250, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.98

[State 240, 2]
type = HitDef
trigger1 = animElem = 15
attr = S, NA
animtype  = Hard
damage    = floor(fvar(10)*80)
guardflag = MA
pausetime = 10,6+(p2movetype=A)*12
sparkno = S6002
guard.sparkno = S6003
sparkxy = -10,-55
hitsound   = s1,2
guardsound = s6,3
ground.type = High
ground.slidetime = 40
ground.hittime  = ifelse(p2movetype=A,80,60)
air.hittime = ifelse(p2movetype=A,80,65)
guard.hittime = 40
guard.ctrltime = 40
airguard.ctrltime = 45
ground.velocity = -5,-1
envshake.time = 10
envshake.ampl = 10
air.velocity = -2,-1
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = 999
;--------------------僟儊乕僕曗惓
[State 250, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.95

[State 170, 1]
type = PosAdd
trigger1 = AnimElem = 8 || AnimElem = 9 
X = 5

[State 170, 1]
type = PosAdd
trigger1 = AnimElem = 10 
X = 54

[State 170, 1]
type = PosAdd
trigger1 = AnimElem = 11
X = 5

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;Crouching light punch ---------------------------------------
[Statedef 400]
type    = C
movetype= A
physics = C
poweradd= 15
ctrl = 0
anim = 400
sprpriority = 2

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = floor(fvar(10)*23)
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 10,13+(p2movetype=A)*5
sparkno = s7005
guard.sparkno = S6003
sparkxy = -10,-45
hitsound = s1100, 12
guardsound = s6,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
air.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
airguard.ctrltime = 16
ground.velocity = -3
envshake.time = 7
envshake.ampl = 4
air.velocity = -1.5,-5
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 18+(p2movetype=A)*5
;--------------------僟儊乕僕曗惓
[State 400, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.95

[State 400, 3]
type = CtrlSet
trigger1 = Time = 8
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
;Crouching Medio punch ---------------------------------------
[Statedef 410]
type    = C
movetype= A
physics = C
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = C, NA
animtype  = Medium
damage    = floor(fvar(10)*50)
guardflag = MA
pausetime = 0,5+(p2movetype=A)*9
sparkno = s7006
guard.sparkno = S6003
sparkxy = 0,-55
hitsound = s1100, 12
guardsound = s6,2
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
air.hittime = 22
guard.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 24
ground.velocity = -5
envshake.time = 7
envshake.ampl = 4
air.velocity = -1.5,-3
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 25+(p2movetype=A)*9
;--------------------僟儊乕僕曗惓
[State 410, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.92

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

;Crouching strong punch -------------------------- LAUNCHER
[Statedef 420]
type    = C
movetype= A
physics = C
poweradd= 50
ctrl = 0
anim = 421 ;420
sprpriority = 2

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = C, NA
animtype  = Hard
damage    = floor(fvar(10)*70)
guardflag = MA
pausetime = 6,2+(p2movetype=A)*12
sparkno = s7006
guard.sparkno = S6003
sparkxy = -10,-80
hitsound = s1100, 9
guardsound = s6,3
ground.type = high
air.type = high
ground.slidetime = 30
ground.hittime  = ifelse(p2movetype=A,60,40)
air.hittime = ifelse(p2movetype=A,60,40)
guard.hittime = 30
guard.ctrltime = 30
airguard.ctrltime = 35
ground.velocity = 0,-12
air.velocity = 0,-9
envshake.time = 8
envshake.ampl = 8
recovery = 0
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = ifelse(p2movetype=A,60,40)
;--------------------僟儊乕僕曗惓
[State 420, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.90

[State 855, 0]
type = ChangeAnim
triggerall = Anim = 421
triggerall = var(59) < 0
triggerall = command != "holddown"
trigger1 = AnimElem = 10
value = 422
elem = 10

[State 410, 4]
type = ChangeState
triggerall = Anim = 422
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 855, 0]
type = ChangeState
triggerAll = movehit
trigger1 = var(59) < 0
trigger1 = command = "holdup"
value = 855

[State 410, 4]
type = ChangeState
triggerall = Anim = 421
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;Crouching light kick -------------------------------------
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 430
sprpriority = 2

[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = floor(fvar(10)*28)
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 8,6+(p2movetype=A)*5
sparkno = S6000
guard.sparkno = S6003
sparkxy = -10,-8
hitsound   = s1,1
guardsound = s6,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
air.hittime = 18
guard.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 20
ground.velocity = -3
air.velocity = -1.5,-5
down.velocity = -5,0
envshake.time = 7
envshake.ampl = 4
down.hittime = 20
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 18+(p2movetype=A)*5
;--------------------僟儊乕僕曗惓
[State 420, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.95

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

;Crouch medio  Kick ---------------------------------------
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = floor(fvar(10)*50)
hitflag = MAFD
guardflag = L
pausetime = 10,8+(p2movetype=A)*9
sparkno = S6001
guard.sparkno = S6003
sparkxy = -5,-25
hitsound   = s1,1
guardsound = s6,1
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
air.hittime = 22
guard.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 25
ground.velocity = -1.2,-3
air.velocity = -1.2,-3
envshake.time = 7
envshake.ampl = 4
guard.velocity = -5
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 22+(p2movetype=A)*9
;--------------------僟儊乕僕曗惓
[State 440, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.92

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

;Crouch medio  Kick ---------------------------------------
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 450
sprpriority = 5


[State 440, 3]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 11
attr = C, NA
damage    = floor(fvar(10)*60)
hitflag = MAFD
guardflag = L
pausetime = 10,8+(p2movetype=A)*9
animtyper=back
sparkno = S6002
guard.sparkno = S6003
sparkxy = -5,-15
hitsound   = s1,2
guardsound = s6,3
ground.type = Trip
ground.slidetime = 30
ground.hittime  = ifelse(p2movetype=A,34,30)
air.hittime = ifelse(p2movetype=A,36,32)
guard.hittime = 30
guard.ctrltime = 30
airguard.ctrltime = 35
ground.velocity = -2,-2
air.velocity = -1.2,-6
guard.velocity = -5
envshake.time = 7
envshake.ampl = 4
air.type = Trip
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = 999
;--------------------僟儊乕僕曗惓
[State 440, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.90

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

;Jump Light Punch ---------------------------------------
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = floor(fvar(10)*30)
guardflag = HA
priority = 3
pausetime = 6,4+(p2movetype=A)*5
sparkno = s7005
guard.sparkno = S6003
sparkxy = -0,-55
hitsound = s1100, 12
guardsound = s6,2
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
air.hittime = 20
guard.hittime = 12
guard.ctrltime = 12
airguard.ctrltime = 18
ground.velocity = -4
air.velocity = -.5,-4
envshake.time = 7
envshake.ampl = 4
fall = 0
air.fall = 0
fall.recover = 0
fall.recovertime = 20+(p2movetype=A)*5
;--------------------僟儊乕僕曗惓
[State 600, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.95

;Jump Medio Punch ---------------------------------------
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = floor(fvar(10)*50)
guardflag = HA
priority = 4
pausetime = 8,6+(p2movetype=A)*9
sparkno = s7005
guard.sparkno = S6003
sparkxy = 0,-75
hitsound   = s1,1
guardsound = s6,1
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = ifelse(p2movetype=A,26,17)
air.hittime = ifelse(p2movetype=A,30,24)
guard.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 24
ground.velocity = -5
envshake.time = 7
envshake.ampl = 4
air.velocity = -.5,-4
fall = 0
air.fall = 0
fall.recover = 0
fall.recovertime = ifelse(p2movetype=A,30,24)
;--------------------僟儊乕僕曗惓
[State 610, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.92

;Jump Forte Punch ---------------------------------------
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 620
sprpriority = 2

[State 610, 3]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage = floor(fvar(10)*60)
guardflag = HA
priority = 4
pausetime = 10,8+(p2movetype=A)*12
sparkno = s7006
guard.sparkno = S6003
sparkxy = -10,-55
hitsound = s1100, 9
guardsound = s6,3
animtype = Med
ground.type = High
ground.slidetime = 24
ground.hittime  = 24
air.hittime = 28
guard.hittime = 24
guard.ctrltime = 24
airguard.ctrltime = 30
ground.velocity = -3
air.velocity = -3,3
envshake.time = 7
envshake.ampl = 4
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 28+(p2movetype=A)*12
;--------------------僟儊乕僕曗惓
[State 620, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.90

;Jump Light Kick ---------------------------------------
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = floor(fvar(10)*26)
guardflag = HA
priority = 3
pausetime = 8,8+(p2movetype=A)*5
sparkno = S6000
guard.sparkno = S6003
sparkxy = -10,-40
hitsound   = s1,0
guardsound = s6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
air.hittime = 16
guard.hittime = 12
guard.ctrltime = 12
airguard.ctrltime = 18
ground.velocity = -4
air.velocity = -.5,-4
envshake.time = 7
envshake.ampl = 4
air.velocity = -2,-3
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 18+(p2movetype=A)*5
;--------------------僟儊乕僕曗惓
[State 630, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.95

;Jump Medio Kick ---------------------------------------
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = ifElse(vel x != 0, 641,640)
sprpriority = 2

[State 640, 3]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage    = floor(fvar(10)*40)
guardflag = HA
priority = 4
pausetime = 8,6+(p2movetype=A)*9
sparkno = S6001
guard.sparkno = S6003
sparkxy = -10,-35
hitsound   = s1,1
guardsound = s6,1
animtype = Hard ;Med
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
air.hittime = 24
guard.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 25
ground.velocity = -4
air.velocity = -.5,-4
envshake.time = 7
envshake.ampl = 4
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 24+(p2movetype=A)*9
;--------------------僟儊乕僕曗惓
[State 640, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.92

;Jump Strong Kick ---------------------------------------
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = ifElse(vel x != 0, 651,650)
sprpriority = 2

[State 640, 3]
type = HitDef
trigger1 = Time = 0
triggerAll = anim = 651
attr = A, NA
damage    = floor(fvar(10)*80)
guardflag = HA
priority = 4
pausetime = 6,4+(p2movetype=A)*12
sparkno = S6002
guard.sparkno = S6003
sparkxy = -10,-30
hitsound   = s1,2
guardsound = s6,3
animtype = Med
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
air.hittime = 35
guard.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 30
ground.velocity = -5
air.velocity = -3,4
envshake.time = 7
envshake.ampl = 4
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 35+(p2movetype=A)*10
;--------------------僟儊乕僕曗惓
[State 650, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.90


[State 640, 3]
type = HitDef
triggerAll = anim = 650
trigger1 = Time = 0
attr = A, NA
damage    = floor(fvar(10)*80)
guardflag = HA
priority = 4
pausetime = 10,8+(p2movetype=A)*12
sparkno = S6002
guard.sparkno = S6003
sparkxy = -10,-30
hitsound   = s1,2
guardsound = s6,3
animtype = Med
ground.type = High
ground.slidetime = 20
ground.hittime  = 24
air.hittime = 30
guard.hittime = 24
guard.ctrltime = 24
airguard.ctrltime = 32
ground.velocity = -5
air.velocity = -3,-4
envshake.time = 7
envshake.ampl = 4
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 30+(p2movetype=A)*10
;--------------------僟儊乕僕曗惓
[State 650, VarSet]
Type = VarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.90
;--------------------------- Super Pulo-------------------------------------------------
[Statedef 853]
type    = A
physics = A
anim  = 48
ctrl  = 1
velset = 0, -10.3

[State 855]
type = turn
trigger1 = p2dist x<0

[State 855]
type = nothitby
trigger1 = time=[1,4]
value = ,AT

[State 210, 5]
type = VelSet
triggerAll = prevstateno = 420
trigger1 = time = 2
x = 2

[State 855, 0]
type = VelSet
trigger1 = time = 2
y = -14.5

[State 1001, Bolhas-P1]
type = Explod
trigger1 = time >= 1 && time < 10
anim = 7601
pos = 0,-40
random = 30,10
sprpriority = 10
ownpal = 1
ignorehitpause = 1
scale = 0.5,1
supermove = 1
velocity = 0,2
pausemovetime = 100
supermovetime = 100
removetime = 5

[State 1001, Bolhas-P1]
type = Explod
trigger1 = time >= 1 && time < 10
anim = 7601
pos = 0,-40
random = 30,10
sprpriority = -10
scale = 0.8,1
ownpal = 1
ignorehitpause = 1
supermove = 1
velocity = 0,2
pausemovetime = 100
supermovetime = 100
removetime = 5

[State 1001, Vento chao]
type = Explod
trigger1 = time = 0
anim = 7603 
pos = 0,0
sprpriority = 666
facing = -1
ownpal = 1
ignorehitpause = 1
bindtime = 1
supermove = 1
pausemovetime = 100
supermovetime = 100

[State 855, 0]
type = VelSet
triggerAll = time <= 30
trigger1 = time = 1
x = -3.5

[State 855, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 855,0
channel = 1
;--------------------------- Super Pulo-------------------------------------------------
[Statedef 854]
type    = A
physics = A
anim  = 48
ctrl  = 1
velset = 0, -10.3

[State 855]
type = turn
trigger1 = p2dist x<0

[State 855]
type = nothitby
trigger1 = time=[1,4]
value = ,AT

[State 210, 5]
type = VelSet
triggerAll = prevstateno = 420
trigger1 = time = 2
x = 2

[State 855, 0]
type = VelSet
trigger1 = time = 2
y = -14.5

[State 1001, Bolhas-P1]
type = Explod
trigger1 = time >= 1 && time < 10
anim = 7601
pos = 0,-40
random = 30,10
sprpriority = 10
ownpal = 1
ignorehitpause = 1
scale = 0.5,1
supermove = 1
velocity = 0,2
pausemovetime = 100
supermovetime = 100
removetime = 5

[State 1001, Bolhas-P1]
type = Explod
trigger1 = time >= 1 && time < 10
anim = 7601
pos = 0,-40
random = 30,10
sprpriority = -10
scale = 0.8,1
ownpal = 1
ignorehitpause = 1
supermove = 1
velocity = 0,2
pausemovetime = 100
supermovetime = 100
removetime = 5

[State 1001, Vento chao]
type = Explod
trigger1 = time = 0
anim = 7603 
pos = 0,0
sprpriority = 666
facing = -1
ownpal = 1
ignorehitpause = 1
bindtime = 1
supermove = 1
pausemovetime = 100
supermovetime = 100

[State 855, 1]
type = VelSet
triggerAll = time <= 30
trigger1 = time = 1
x = 3.5

[State 855, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 855,0
channel = 1
;--------------------------- Super Pulo-------------------------------------------------
[Statedef 855]
type    = A
physics = A
anim  = 48
ctrl  = 1
velset = 0, -10.3

[State 855]
type = turn
trigger1 = p2dist x<0

[State 855]
type = nothitby
trigger1 = time=[1,4]
value = ,AT

[State 210, 5]
type = VelSet
triggerAll = prevstateno = 420
trigger1 = time = 2
x = 2

[State 855, 0]
type = VelSet
trigger1 = time = 2
y = -14.5

[State 1001, Bolhas-P1]
type = Explod
trigger1 = time >= 1 && time < 10
anim = 7601
pos = 0,-40
random = 30,10
sprpriority = 10
ownpal = 1
ignorehitpause = 1
scale = 0.5,1
supermove = 1
velocity = 0,2
pausemovetime = 100
supermovetime = 100
removetime = 5

[State 1001, Bolhas-P1]
type = Explod
trigger1 = time >= 1 && time < 10
anim = 7601
pos = 0,-40
random = 30,10
sprpriority = -10
scale = 0.8,1
ownpal = 1
ignorehitpause = 1
supermove = 1
velocity = 0,2
pausemovetime = 100
supermovetime = 100
removetime = 5

[State 1001, Vento chao]
type = Explod
trigger1 = time = 0
anim = 7603 
pos = 0,0
sprpriority = 666
facing = -1
ownpal = 1
ignorehitpause = 1
bindtime = 1
supermove = 1
pausemovetime = 100
supermovetime = 100

[State 855, 0]
type = VelSet
triggerAll = time <= 30
trigger1 = var(59) < 0
trigger1 = command = "holdback" && command != "holdfwd"
x = -3.5

[State 855, 1]
type = VelSet
triggerAll = time <= 30
trigger1 = var(59) < 0
trigger1 = command = "holdfwd" && command != "holdback"
x = 3.5

[State 855, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 855,0
channel = 1
;---------------------- agarra pecoco pelo FF
[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 830

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
pausetime = 10,10
hitflag = M
hitSound = s1,0
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse(var(59)<0&&command="holdfwd",-1,1)||ifelse(var(59)>0&&fvar(36)<=200,-1,1)
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------
[Statedef 810]
type = S
movetype= A
physics = N
anim = 835
poweradd = 60

[State sons, sons] 
type = PlaySnd
trigger1 = time = 1
value = 1, 1


[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = -2

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 20, -90

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 15, -100

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 10, -125

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 2

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 40, -120

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -78

[State 101, maofrente]
type = Explod
trigger1 = time = 34
anim = 7012
pos = 10,-125
facing = -1
bindtime = -1
;scale = .7,.7	
sprpriority = 1
ownpal = 1

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 5
value = 821

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------
[Statedef 820]
type = A
movetype = H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 840
;----------------------------------------------------------------------
[Statedef 821]
type = A
movetype = H
physics = N
velset = -1,1
poweradd = 40

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

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
;------------------- agarrao pelo FF
[Statedef 866]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 800

[State 6, voz]
type = PlaySnd
trigger1 = time = 17
value = 866,random%2

[State 66, voz]
type = PlaySnd
trigger1 = time = 20
value = 0, 2

[State 866, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse(var(59)<0&&command="holdfwd",-1,1)
p1facing = ifelse(var(59)>0&&fvar(36)<=200,-1,1)
p2facing = 1
p1stateno = 876
p2stateno = 886
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 999

[State 866, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------- joga p2 longe
[Statedef 876]
type = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 66, voz]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 11

[State 66, voz]
type = PlaySnd
trigger1 = AnimElem = 8
value = 0, 2

[State 876, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 2

[State 876, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 39, 3

[State 876, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 2

[State 876, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 19, -100

[State 876, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 2

[State 876, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -40, -123

[State 876, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 876, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -44, -123

[State 876, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 876, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -19, -118

[State 876, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 8, -111

[State 876, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 66, -80

[State 876, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 47, -57

[State 876, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 2

[State 876, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = -78

[State 876, Throw]
type = TargetState
trigger1 = AnimElem = 8
value = 887

[State 876, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------
[Statedef 886]
type = A
movetype = H
physics = N
velset = 0,0

[State 886, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820
;----------------------------------------------------------------------
[Statedef 887]
type = A
movetype = H
physics = N
velset = -8,0
poweradd = 40

[State 887, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 887, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
;----------------------------------------------------------------------
[Statedef 845] ;tonto por machadada ou outro fort鉶 sem ser super
type = S
movetype = H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 2
value = 845

[State 887, 1] ;Gravity
type = VelAdd
Trigger1 = time <= 8
x = -.5

[State 887, 1] ;Gravity
type = VelSet
Trigger1 = time = 10
x = 0

[State 106, 3]
type = MakeDust
trigger1 = Time >= 0 && time <= 20
pos = -5,-3
spacing = 1

[State 1520, 2]
type = AfterImage
trigger1 = time = 20
time = 60
PalBright  =  0,  0,  0
PalContrast = 200,255,255
PalAdd      =  0, 0, 0
PalMul      = .95,.95,.95
TimeGap  = 1

[State 887, 4] ;Hit ground
type = SelfState
trigger1 = time = 83
value = 5000 
;----------------------------------------------------------------------
[Statedef 846] ;tonto por super
type = A
movetype = H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 2
value = 845

[State 887, 1] ;Gravity
type = VelAdd
Trigger1 = time <= 8
x = -.5

[State 887, 1] ;Gravity
type = VelSet
Trigger1 = time = 10
x = 0

[State 106, 3]
type = MakeDust
trigger1 = Time >= 0 && time <= 20
pos = -5,-3
spacing = 1

[State 887, 4] ;Hit ground
type = SelfState
trigger1 = time = 83
value = 5000 
;------------------------ agarrao com pe tipim Bison :P
[Statedef 955]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 850

[State 6, voz]
type = PlaySnd
trigger1 = time = 17
value = 866,random%2

[State 955, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = S6002
guard.sparkno = S6003
sparkxy = -30,-70
sprpriority = 1
p2facing = 1
p1stateno = 965
p2stateno = 975
fall = 1

[State 955, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------
[Statedef 965]
type = S
movetype= A
physics = N
anim = 855
poweradd = 60

[State 965, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 2

[State 965, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 80, 0

[State 965, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 965, Bind 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = 70, -95

[State 965, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 2

[State 965, Bind 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = 40, -115

[State 965, SprPriority]
type = SprPriority
trigger1 = AnimElem = 5
value = -4
 
[State 965, Bind 4]
type = TargetBind
trigger1 = AnimElem = 5
pos = 0, -130

[State 965, Bind 5]
type = TargetBind
trigger1 = AnimElem = 6
pos = -90, -110

[State 965, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -78

[State 965, Throw]
type = TargetState
trigger1 = AnimElem = 6
value = 976

[State 751, env]
type = EnvShake
trigger1 = AnimElem = 1
time = 16
ampl = -5

[State 666, voz]
type = PlaySnd
trigger1 = time = 30
value = 10, 11

[State 666, voz]
type = PlaySnd
trigger1 = time = 35
value = 0, 2

[State 666, voz]
type = PlaySnd
trigger1 = !time
value = 1, 2

[State 965, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------僟儊乕僕曗惓
[State 965, VarSet]
Type = VarSet
Trigger1 = time = 1
Trigger1 = p2stateno = 975
Persistent = 0
IgnoreHitPause = 1
FV = 10
Value = FVar(10) * 0.5
;----------------------------------------------------------------------
[Statedef 975]
type = A
movetype = H
physics = N
velset = 0,0

[State 975, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 856

;================================================== joga p2 longe e quica na parede

;------------------
; Hit by Fast Kung Fu Palm - shaking from the hit
; (a custom gethit state)
; See State 1020 for details
[Statedef 976]
type    = A
movetype= H
physics = N
velset = 10,0

[State 1026, Velocity]
type = VelSet
trigger1 = Time = 0
x = 10


[State 1025, State]
type = ChangeState
trigger1 = time = 4
value = 977

;------------------
; Hit by Fast Kung Fu Palm - flying through the air
; (a custom gethit state)
[Statedef 977]
type    = A
movetype= H
physics = N


[State 1026, Velocity]
type = VelSet
trigger1 = Time = 0
x = 20
y = .1

[State 1026, Gravity]
type = VelAdd
trigger1 = 1
x = -.6 ;45

[State 1026, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1026, Hit wall]
type = ChangeState
;triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 978
;------------------
; Hit by Fast Kung Fu Palm - hit wall
; (a custom gethit state)
[Statedef 978]
type    = A
movetype= H
physics = N

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 5000

[State 1027, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 666, voz]
type = PlaySnd
trigger1 = !time
value = 1, 2

[State 810, Hurt 11]
type = LifeAdd
trigger1 = time = 2
value = -100


[State 1027, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 979

;------------------
; Hit by Fast Kung Fu Palm - bounce off wall
; (a custom gethit state)
[Statedef 979]
type    = A
movetype= H
physics = N

[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
;=-=-=-=-=-=-=-=-= INICIA Fade vem e vai by Inferis =-=-=-=-=-=-=-=-=-=-=-=-=-
[Statedef 88668]
type = S
movetype = I
physics = N
anim = 672       ;Invisible anim.

[State 3, varSet] ; seta incio dos processos
type = VarSet
trigger1 = Time = 0 
var(6) = 20

;-----------------------escurece tela
[State 3, varSet]
type = VarSet
trigger1 = Time = var(6) 
var(2) = 0

[State 3, varAdd]
type = VarAdd
trigger1 = Time > var(6) && timeMod = 3,1
var(2) = 5

[State 3, AllPalFX]
type = BGPalFX
triggerAll = var(2) < 180
trigger1 = Time > var(6) && timeMod = 3,1
time = 5
add = var(2)*-1,var(2)*-1,var(2)*-1


[State 3, AllPalFX]      ;deixa tudo preto MESMO! :P
type = BGPalFX
trigger1 = var(2) = 180 && var(3) > var(6)
time = 2000
add = -180,-200,-200

;-----------------------Clareia tela
[State 3, varSet]
type = VarSet
trigger1 = var(2) = 380 ;valor que controla quando a tela come鏰 a clarear!
var(3) = -200

[State 3, VarAdd]
type = VarAdd
trigger1 = Time > 0 && timeMod = 3,1
var(3) = 5

[State 3, AllPalFX]
type = BGPalFX
triggerAll = var(3) < 0
trigger1 = Time > 0 && timeMod = 3,1
time = 5
add = var(3),var(3),var(3)

[State 3, AllPalFX] ; deixa a tela com a cor clara original 
type = AllPalFX
trigger1 = var(2) > 400
time = 99999
add = 0,0,0


[State 19000, 3]
type = destroySelf
trigger1 = var(2) > 800
;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]

[State -2, 1] ;pisca vermelho
type = palfx
triggerAll = NumHelper(1301) = 1
triggerAll = power >= 1000
triggerAll = var(8) >= 4
triggerAll = (stateno >= 5000) && (stateno <= 5999)
trigger1 = !time
add = 70,-75,-75
time = 30

[State 1070]
type = VarSet 
triggerAll = NumHelper(1301) = 1
triggerAll = power >= 1000
triggerAll = var(8) >= 4
triggerAll = (stateno >= 5000) && (stateno <= 5999)
trigger1 = command = "axe-4" 
var(12) = 1

[State -2, gambiarra]
type = PosAdd
triggerAll = prevstateno = 3403
triggerAll = stateno = 5050
trigger1 = time = 0 || TIME = 1
X = 100
;--------------------------------------------------------------------------------------
[State -2, Combo Counter Add]
type = VarAdd
triggerall = Time = 0
trigger1 = (StateNo = 5000) || (StateNo = 5010) || (StateNo = 5020) || (StateNo = 5070) || (StateNo = 5080)
v = 8
value = 1
ignorehitpause = 1

[State -2, Combo Counter Reset]
type = VarSet
trigger1 = MoveType != H
v = 8
value = 0
ignorehitpause = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;AI婲摦梡Helper ID
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2]
Type = VarSet
Triggerall = RoundState = [1,2]
Triggerall = !var(57)
Trigger1 = NumPartner = 0 && NumEnemy = 1
Trigger1 = !(Enemy,AuthorName = "Ex-Inferis & On-Off" && Enemy,Name = "RaveEx")
Trigger2 = NumPartner = 0 && NumEnemy = 1
Trigger2 = Enemy,AuthorName = "Ex-Inferis & On-Off" && Enemy,Name = "RaveEx"
Trigger2 = ID < Enemy,ID
Trigger3 = NumPartner = 1 && NumEnemy = 1
Trigger3 = !(Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx")
Trigger3 = !(Enemy,AuthorName = "Ex-Inferis & On-Off" && Enemy,Name = "RaveEx")
Trigger4 = NumPartner = 1 && NumEnemy = 1
Trigger4 = Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx"
Trigger4 = !(Enemy,AuthorName = "Ex-Inferis & On-Off" && Enemy,Name = "RaveEx")
Trigger4 = ID < Partner,ID
Trigger5 = NumPartner = 1 && NumEnemy = 1
Trigger5 = !(Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx")
Trigger5 = Enemy,AuthorName = "Ex-Inferis & On-Off" && Enemy,Name = "RaveEx"
Trigger5 = ID < Enemy,ID
Trigger6 = NumPartner = 1 && NumEnemy = 1
Trigger6 = Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx"
Trigger6 = Enemy,AuthorName = "Ex-Inferis & On-Off" && Enemy,Name = "RaveEx"
Trigger6 = ID < Partner,ID
Trigger6 = ID < Enemy,ID
Trigger7 = NumPartner = 0 && NumEnemy = 2
Trigger7 = !(Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx")
Trigger7 = !(Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx")
Trigger8 = NumPartner = 0 && NumEnemy = 2
Trigger8 = Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx"
Trigger8 = !(Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx")
Trigger8 = ID < Enemy(0),ID
Trigger9 = NumPartner = 0 && NumEnemy = 2
Trigger9 = !(Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx")
Trigger9 = Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx"
Trigger9 = ID < Enemy(1),ID
Trigger10 = NumPartner = 0 && NumEnemy = 2
Trigger10 = Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx"
Trigger10 = Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx"
Trigger10 = ID < Enemy(0),ID
Trigger10 = ID < Enemy(1),ID
Trigger11 = NumPartner = 1 && NumEnemy = 2
Trigger11 = !(Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx")
Trigger11 = !(Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx")
Trigger11 = !(Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx")
Trigger12 = NumPartner = 1 && NumEnemy = 2
Trigger12 = Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx"
Trigger12 = !(Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx")
Trigger12 = !(Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx")
Trigger12 = ID < Partner,ID
Trigger13 = NumPartner = 1 && NumEnemy = 2
Trigger13 = !(Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx")
Trigger13 = Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx"
Trigger13 = !(Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx")
Trigger13 = ID < Enemy(0),ID
Trigger14 = NumPartner = 1 && NumEnemy = 2
Trigger14 = !(Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx")
Trigger14 = !(Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx")
Trigger14 = Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx"
Trigger14 = ID < Enemy(1),ID
Trigger15 = NumPartner = 1 && NumEnemy = 2
Trigger15 = Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx"
Trigger15 = Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx"
Trigger15 = !(Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx")
Trigger15 = ID < Partner,ID
Trigger15 = ID < Enemy(0),ID
Trigger16 = NumPartner = 1 && NumEnemy = 2
Trigger16 = Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx"
Trigger16 = !(Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx")
Trigger16 = Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx"
Trigger16 = ID < Partner,ID
Trigger16 = ID < Enemy(1),ID
Trigger17 = NumPartner = 1 && NumEnemy = 2
Trigger17 = !(Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx")
Trigger17 = Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx"
Trigger17 = Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx"
Trigger17 = ID < Enemy(0),ID
Trigger17 = ID < Enemy(1),ID
Trigger18 = NumPartner = 1 && NumEnemy = 2
Trigger18 = Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx"
Trigger18 = Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx"
Trigger18 = Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx"
Trigger18 = ID < Partner,ID
Trigger18 = ID < Enemy(0),ID
Trigger18 = ID < Enemy(1),ID
var(57) = 666

[State -2]
Type = VarSet
Triggerall = RoundState = [1,2]
Triggerall = !var(57)
Trigger1 = NumPartner = 0 && NumEnemy = 1
Trigger1 = Enemy,AuthorName = "Ex-Inferis & On-Off" && Enemy,Name = "RaveEx"
Trigger1 = ID > Enemy,ID
Trigger2 = NumPartner = 1 && NumEnemy = 1
Trigger2 = Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx"
Trigger2 = !(Enemy,AuthorName = "Ex-Inferis & On-Off" && Enemy,Name = "RaveEx")
Trigger2 = ID > Partner,ID
Trigger3 = NumPartner = 1 && NumEnemy = 1
Trigger3 = !(Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx")
Trigger3 = Enemy,AuthorName = "Ex-Inferis & On-Off" && Enemy,Name = "RaveEx"
Trigger3 = ID > Enemy,ID
Trigger4 = NumPartner = 1 && NumEnemy = 1
Trigger4 = Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx"
Trigger4 = Enemy,AuthorName = "Ex-Inferis & On-Off" && Enemy,Name = "RaveEx"
Trigger4 = (ID < Partner,ID && ID > Enemy,ID) || (ID > Partner,ID && ID < Enemy,ID)
Trigger5 = NumPartner = 0 && NumEnemy = 2
Trigger5 = Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx"
Trigger5 = !(Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx")
Trigger5 = ID > Enemy(0),ID
Trigger6 = NumPartner = 0 && NumEnemy = 2
Trigger6 = !(Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx")
Trigger6 = Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx"
Trigger6 = ID > Enemy(1),ID
Trigger7 = NumPartner = 0 && NumEnemy = 2
Trigger7 = Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx"
Trigger7 = Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx"
Trigger7 = (ID < Enemy(0),ID && ID > Enemy(1),ID) || (ID > Enemy(0),ID && ID < Enemy(1),ID)
Trigger8 = NumPartner = 1 && NumEnemy = 2
Trigger8 = Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx"
Trigger8 = !(Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx")
Trigger8 = !(Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx")
Trigger8 = ID > Partner,ID
Trigger9 = NumPartner = 1 && NumEnemy = 2
Trigger9 = !(Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx")
Trigger9 = Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx"
Trigger9 = !(Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx")
Trigger9 = ID > Enemy(0),ID
Trigger10 = NumPartner = 1 && NumEnemy = 2
Trigger10 = !(Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx")
Trigger10 = !(Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx")
Trigger10 = Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx"
Trigger10 = ID > Enemy(1),ID
Trigger11 = NumPartner = 1 && NumEnemy = 2
Trigger11 = Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx"
Trigger11 = Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx"
Trigger11 = !(Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx")
Trigger11 = (ID < Partner,ID && ID > Enemy(0),ID) || (ID > Partner,ID && ID < Enemy(0),ID)
Trigger12 = NumPartner = 1 && NumEnemy = 2
Trigger12 = Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx"
Trigger12 = !(Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx")
Trigger12 = Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx"
Trigger12 = (ID < Partner,ID && ID > Enemy(1),ID) || (ID > Partner,ID && ID < Enemy(1),ID)
Trigger13 = NumPartner = 1 && NumEnemy = 2
Trigger13 = !(Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx")
Trigger13 = Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx"
Trigger13 = Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx"
Trigger13 = (ID < Enemy(0),ID && ID > Enemy(1),ID) || (ID > Enemy(0),ID && ID < Enemy(1),ID)
Trigger14 = NumPartner = 1 && NumEnemy = 2
Trigger14 = Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx"
Trigger14 = Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx"
Trigger14 = Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx"
Trigger14 = (ID < Partner,ID && ID < Enemy(0),ID && ID > Enemy(1),ID) || (ID < Partner,ID && ID > Enemy(0),ID && ID < Enemy(1),ID) || (ID > Partner,ID && ID < Enemy(0),ID && ID < Enemy(1),ID)
var(57) = 6666

[State -2]
Type = VarSet
Triggerall = RoundState = [1,2]
Triggerall = !var(57)
Trigger1 = NumPartner = 1 && NumEnemy = 1
Trigger1 = Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx"
Trigger1 = Enemy,AuthorName = "Ex-Inferis & On-Off" && Enemy,Name = "RaveEx"
Trigger1 = ID > Partner,ID && ID > Enemy,ID
Trigger2 = NumPartner = 0 && NumEnemy = 2
Trigger2 = Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx"
Trigger2 = Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx"
Trigger2 = ID > Enemy(0),ID && ID > Enemy(1),ID
Trigger3 = NumPartner = 1 && NumEnemy = 2
Trigger3 = Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx"
Trigger3 = Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx"
Trigger3 = !(Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx")
Trigger3 = ID > Partner,ID && ID > Enemy(0),ID
Trigger4 = NumPartner = 1 && NumEnemy = 2
Trigger4 = Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx"
Trigger4 = !(Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx")
Trigger4 = Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx"
Trigger4 = ID > Partner,ID && ID > Enemy(1),ID
Trigger5 = NumPartner = 1 && NumEnemy = 2
Trigger5 = !(Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx")
Trigger5 = Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx"
Trigger5 = Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx"
Trigger5 = ID > Enemy(0),ID && ID > Enemy(1),ID
Trigger6 = NumPartner = 1 && NumEnemy = 2
Trigger6 = Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx"
Trigger6 = Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx"
Trigger6 = Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx"
Trigger6 = (ID < Partner,ID && ID > Enemy(0),ID && ID > Enemy(1),ID) || (ID > Partner,ID && ID < Enemy(0),ID && ID > Enemy(1),ID) || (ID > Partner,ID && ID > Enemy(0),ID && ID < Enemy(1),ID)
var(57) = 66666

[State -2]
Type = VarSet
Triggerall = RoundState = [1,2]
Triggerall = !var(57)
Trigger1 = NumPartner = 1 && NumEnemy = 2
Trigger1 = Partner,AuthorName = "Ex-Inferis & On-Off" && Partner,Name = "RaveEx"
Trigger1 = Enemy(0),AuthorName = "Ex-Inferis & On-Off" && Enemy(0),Name = "RaveEx"
Trigger1 = Enemy(1),AuthorName = "Ex-Inferis & On-Off" && Enemy(1),Name = "RaveEx"
Trigger1 = ID > Partner,ID && ID > Enemy(0),ID && ID > Enemy(1),ID
var(57) = 666666
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;崻惈
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2, DefenceMulSet]
Type = DefenceMulSet
Trigger1 = Life < LifeMax
IgnoreHitPause = 1
Value = 0.75+(0.25*Life/LifeMax)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;屌傔搳偘摍偺杊巭
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2, NotHitBy]
Type = NotHitBy
Trigger1 = StateNo = [150, 159]
Value2 = , AT
Time = 8
IgnoreHitPause = 1

[State -2, NotHitBy]
Type = NotHitBy
Trigger1 = StateNo = [5000, 5030]
Trigger1 = StateType != A
Value2 = , NT
Time = 8
IgnoreHitPause = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抂敾掕梡Helper
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[state -2,塃抂敾掕梡]
type=Helper
triggerall=!ishelper
;trigger1=var(59)>0
trigger1=!numhelper(40000)
helpertype=normal
name="right_edge"
ID=40000
pos=0,0
postype=right
facing=1
stateno=40000
ownpal=1
supermovetime=99999
pausemovetime=99999

[state -2,嵍抂敾掕梡]
type=Helper
triggerall=!ishelper
;trigger1=var(59)>0
trigger1=!numhelper(40010)
helpertype=normal
name="left_edge"
ID=40010
pos=0,0
postype=left
facing=-1
stateno=40010
ownpal=1
supermovetime=99999
pausemovetime=99999
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僈乕僪曗彆僿儖僷乕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[state -2,Guard_Helper]
type=Helper
triggerall=!ishelper
;trigger1=var(59)>0
trigger1=!numhelper(60000)
helpertype=normal
name="Guard"
ID=60000
facing=1
stateno=60000
ownpal=1
supermovetime=99999
pausemovetime=99999
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僈乕僪帪娫丒偺偗偧傝帪娫丒庴恎晄擻帪娫
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2]
type=varadd
trigger1=var(56)>0
var(56)=-1
ignorehitpause=1

[State -2]
type=varset
triggerall=var(56)>0
trigger1=playerID(var(58)),movetype!=H
var(56)=0

[State -2,僈乕僪峝捈]
type=varset
triggerall=playerID(var(58)),movetype=H
triggerall=playerID(var(58)),stateno<200
triggerall=playerID(var(58)),statetype=A
trigger1=!playerID(var(58)),gethitvar(fall)
trigger1=!(playerID(var(58)),hitshakeover)
trigger1=playerID(var(58)),time=1||var(56)=0
var(56)=playerID(var(58)),gethitvar(ctrltime)+playerID(var(58)),gethitvar(hitshaketime)+1
ignorehitpause=1

[State -2,僈乕僪峝捈]
type=varset
triggerall=playerID(var(58)),movetype=H
triggerall=playerID(var(58)),stateno<200
triggerall=playerID(var(58)),statetype!=A
trigger1=!playerID(var(58)),gethitvar(fall)
trigger1=!(playerID(var(58)),hitshakeover)
trigger1=playerID(var(58)),time=1||var(56)=0
var(56)=ifelse(playerID(var(58)),gethitvar(ctrltime)<playerID(var(58)),gethitvar(hittime),playerID(var(58)),gethitvar(ctrltime),playerID(var(58)),gethitvar(hittime))+playerID(var(58)),gethitvar(hitshaketime)+1
ignorehitpause=1

[State -2,偺偗偧傝帪娫]
type=varset
triggerall=playerID(var(58)),movetype=H
triggerall=playerID(var(58)),stateno>199
trigger1=!playerID(var(58)),gethitvar(fall)
trigger1=!(playerID(var(58)),hitshakeover)
trigger1=playerID(var(58)),time=1
var(56)=playerID(var(58)),gethitvar(hittime)+playerID(var(58)),gethitvar(hitshaketime)+1
ignorehitpause=1

[State -2,庴恎晄擻帪娫]
type=varset
triggerall=playerID(var(58)),stateno>199
triggerall=playerID(var(58)),movetype=H
triggerall=playerID(var(58)),statetype!=L
trigger1=playerID(var(58)),gethitvar(fall)
trigger1=!(playerID(var(58)),hitshakeover)
trigger1=playerID(var(58)),time=1
var(56)=playerID(var(58)),gethitvar(fall.recovertime)-1
ignorehitpause=1

[State -2,庴恎晄擻帪娫]
type=varset
triggerall=numenemy>=2
triggerall=playerID(var(58)),stateno>199
triggerall=playerID(var(58)),movetype=H
triggerall=playerID(var(58)),statetype!=L
trigger1=playerID(var(58)),gethitvar(fall)
trigger1=var(56)<playerID(var(58)),gethitvar(fall.recovertime)-100
var(56)=playerID(var(58)),gethitvar(fall.recovertime)-100
ignorehitpause=1

[State -2,庴恎晄擻帪娫]
type=varset
triggerall=playerID(var(58)),stateno>199
triggerall=playerID(var(58)),movetype=H
triggerall=playerID(var(58)),statetype!=L
trigger1=!playerID(var(58)),gethitvar(fall.recover)
trigger1=playerID(var(58)),gethitvar(fall)
trigger2=playerID(var(58)),stateno=5070
var(56)=999
ignorehitpause=1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;counter
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2]
type=varset
trigger1=p2stateno<200||p2statetype=L||p2movetype=H
var(9)=0
ignorehitpause=1

[State -2]
type=varset
trigger1=p2movetype=A
var(9)=1
ignorehitpause=1

[State -2]
type=varset
trigger1=p2statetype=L
trigger2=p2movetype!=H
trigger3=stateno>199
trigger3=movehit>1
var(13)=0
ignorehitpause=1

[State -2]
type=varset
trigger1=p2movetype=A
var(13)=1
ignorehitpause=1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抂敾掕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2,Right_EDG]
type = VarSet
triggerall = numhelper(40000) 
trigger1 = fvar(37)!=facing*(helper(40000+(facing=-1)*10),pos x-pos x)
fv=37
value=facing*(helper(40000+(facing=-1)*10),pos x-pos x)

[State -2,Left_EDG]
type = VarSet
triggerall = numhelper(40000)
trigger1 = fvar(36)!=-facing*(helper(40000+(facing=1)*10),pos x-pos x)
fv=36
value=-facing*(helper(40000+(facing=1)*10),pos x-pos x)

[State -2,Right_EDG]
type = VarSet
triggerall = numhelper(40000) 
trigger1 = fvar(37)!=facing*(helper(40000+(facing=-1)*10),pos x-playerID(var(58)),pos x)
fv=35
value=facing*(helper(40000+(facing=-1)*10),pos x-playerID(var(58)),pos x)

[State -2,Left_EDG]
type = VarSet
triggerall = numhelper(40000)
trigger1 = fvar(36)!=-facing*(helper(40000+(facing=1)*10),pos x-playerID(var(58)),pos x)
fv=34
value=-facing*(helper(40000+(facing=1)*10),pos x-playerID(var(58)),pos x)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僟儊乕僕曗惓
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -2, VarSet];嵟戝抣偼100亾
type=varset
trigger1=fvar(10)!=1
trigger1=!(p2movetype=H&&(p2stateno!=[150,159]))
ignorehitpause=1
fv=10
value=1

[State -2, VarSet];嵟彫抣偼5亾
type=varset
trigger1=fvar(10)<0.05
ignorehitpause=1
fv=10
value=0.05

[State -2,儔僀僼娗棟]
type=varset
trigger1=fvar(11)!=1000*life/const(data.life)
fvar(11)=1000*life/const(data.life)
ignorehitpause=1

[State -2,儔僀僼娗棟]
type=varset
trigger1=fvar(12)!=1000*playerID(var(58)),life/const(data.life)
fvar(12)=1000*playerID(var(58)),life/const(data.life)
ignorehitpause=1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;Debug
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State Debug Display]
type = DisplayToClipboard
text = "p2x:%.0f p2y:%.0f vel x:%.2f vel y:%.2f,pos y:%.2f\n"
params = p2bodydist x,P2BodyDist y,vel x,vel y,pos y
trigger1 = 1

[State Append]
type = AppendToClipboard
text = "AI:%d Hittime:%d Combo:%.0f counter:%d var(54):%d\n"
params = var(59),var(56),fvar(10)*100,var(13),var(54)
trigger1 = 1