
;*********************************************************************
;                                                                    *
;   Ichi de Hydra    Autor edit Grafico y Programacion : Tecla2000   *
;                                                                    *
;*********************************************************************

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

[Data]
life = 1000			;Amount of life to start with
attack = 100			;attack power (more is stronger)
defence = 100    		;defensive power (more is stronger)
fall.defence_up = 65		;Percentage to increase defense everytime player is knocked down
liedown.time = 60		;Time which player lies down for, before getting up
airjuggle = 15			;Number of points for juggling
sparkno = -1			;Default hit spark number for HitDefs
guard.sparkno = -1		;Default guard spark number
KO.echo = 0			;1 to enable echo on KO
volume = 256			;Volume offset (negative for softer)
IntPersistIndex = 60		;Variables with this index and above will not have their values
FloatPersistIndex = 40  	;reset to 0 between rounds or matches. There are 60 int variables,
  				;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  				;If omitted, then it defaults to 60 and 40 for integer and float
  				;variables repectively, meaning that none are persistent, i.e. all
  				;are reset. If you want your variables to persist between matches,
  				;you need to override state 5900 from common1.cns.


[Size]
xscale = 1		        ;Horizontal scaling factor.
yscale = 1			;Vertical scaling factor.
ground.back = 20		;Player width (back, ground)
ground.front = 20		;Player width (front, ground)
air.back = 12		        ;Player width (back, air)
air.front = 11		        ;Player width (front, air)
height = 60			;Height of player (for opponent to jump over)
attack.dist = 160		;Default attack distance
attack.width = 4,4		;Default attack width: back, front
proj.attack.dist = 90	        ;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too   
head.pos = -5, -90	        ;Approximate position of head
mid.pos = -5, -60		;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)
z.width = 3			;Player width (into and out)	

[Velocity]
walk.fwd  = 2.7		        ;Walk forward
walk.back = -2.1		;Walk backward
run.fwd  = 7, 0		        ;Run forward (x, y)
run.back = -4.5,-3.0	        ;Hop backward (x, y)
jump.neu = 0,-8.1		;Neutral jumping velocity (x, y)
jump.back = -2.9,0		;Jump back Speed (x, y)
jump.fwd = 3.9,0		;Jump forward Speed (x, y)
runjump.back = -3.55,-8.1       ;Running jump speeds (opt)
runjump.fwd = 6,0		;.
airjump.neu = 0,-9		;.
airjump.back = -5.-9		;Air jump speeds (opt)
airjump.fwd = 5.-9		;.

[Movement]
airjump.num = 1			;Number of air jumps allowed (opt)
airjump.height = 35		;Minimum distance from ground before you can air jump (opt)
yaccel = .35			;Vertical acceleration
stand.friction = .80		;Friction coefficient when standing
crouch.friction = .80		;Friction coefficient when crouching



;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 200				;Change animation (Def: no change)
poweradd = 30			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,0

[State 200, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 25, 1		        ;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default
				;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 10		;Time attacker pauses, time opponent shakes
sparkno = -1	
guard.sparkno = S7049	        
sparkxy = -10, -87		;X-offset for the "hit spark" rel. to p2,
                		;Y-offset for the spark rel. to p1
hitsound = S200, 1			;Sound to play on hit
guardsound = S300, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 9		;Time that the opponent slides back
ground.hittime  = 15		;Time opponent is in hit state
ground.velocity = -7		;Velocity at which opponent is pushed
airguard.velocity = -1.4,-.3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low  		;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 9 		;Time before opponent regains control in air

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

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 260

[State 210 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210,0

[State 210 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500,3
volume = 200

[State 210, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 35, 2  	        ;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default
				;Hit/Miss/Dodge type (Def: Hit)
pausetime = 13, 15		;Time attacker pauses, time opponent shakes
sparkno = -1    		;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -96		;X-offset for the "hit spark" rel. to p2,
				;Y-offset for the spark rel. to p1
hitsound = S210, 1			;Sound to play on hit
guardsound = S310, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -3		;Velocity at which opponent is pushed
airguard.velocity = -2,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 9		;Time before opponent regains control in air

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

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 260]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210

[State 260 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210,0

[State 260 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500,0
volume = 200

[State 260, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 35, 2  	        ;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default
				;Hit/Miss/Dodge type (Def: Hit)
pausetime = 15, 15		;Time attacker pauses, time opponent shakes
sparkno = -1			;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -85		;X-offset for the "hit spark" rel. to p2,
				;Y-offset for the spark rel. to p1
hitsound = S200, 1			;Sound to play on hit
guardsound = S310, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
airguard.velocity = -2,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 9		;Time before opponent regains control in air

[State 260, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 220

[State 220, 3]
type = VelSet
trigger1 = AnimElem = 3
x = 15

[State 220 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 220,0

[State 220 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500,9
volume = 200

[State 220 , 3]
type = HitDef
trigger1 = AnimElem = 3
priority = 5
attr = S, NA
damage = 45, 3
getpower = 100
givepower = 50
animtype = hard
guardflag = HA
guard.sparkno = S7049	        
sparkxy = -10, -88
sparkno = -1
hitsound = S220,1
guardsound = S320,0
pausetime = 12,20
ground.hittime = 19
ground.type = hight
ground.slidetime = 19
ground.velocity = -4
air.velocity = -4,-3
airguard.velocity = -1,0	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
			;Y-velocity at which opponent is pushed
air.hittime = 9		;Time before opponent regains control in air


[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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


[Statedef 280]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 30
ctrl = 0
velset = 0
anim = 280

[State 220, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 270, 3

[State 280, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500, 2
volume = 220

[State 230 , vel]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
x = 2

[state 280, 1]
type = explod
trigger1 = time = 12
id = 7014
anim = 7014
pos = 0, 0
postype = p1
bindtime = -1
removetime = 10
sprpriority = 2
supermovetime = 10

[State 280, 2]
type = HitDef
trigger1 = AnimElem = 5
priority = 5
attr = S, NA
damage   = 45, 3
getpower = 8
givepower = 4
animtype = Hard
guardflag = MA
priority = 4, Hit
pausetime = 7,11
sparkno = -1
guard.sparkno = S7049	        
sparkxy = -10, -87
hitsound   = S270,2
guardsound = S310,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -1.5,-15
air.velocity = -2,-9.5
guard.velocity = -9.0
yaccel = .5
air.fall = 1
fall = 1
fall.recover = 0
fall.damage = 5


[State 280, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

; Standing Light Kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 230

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 230,0

[State 240, 1]
type = PlaySnd
trigger1 = Time = 21
value = 230,0

[State 230 , vel]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
x = 2

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 15, 1   		;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default
				;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 10		;Time attacker pauses, time opponent shakes
sparkno = -1    		;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -65		;X-offset for the "hit spark" rel. to p2,
				;Y-offset for the spark rel. to p1
hitsound = S230,1		;Sound to play on hit
guardsound = S300,0		;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -1		;Velocity at which opponent is pushed
airguard.velocity = -1,0	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 9			;Time before opponent regains control in air
air.fall = 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 15, 1   		;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default
				;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 10		;Time attacker pauses, time opponent shakes
sparkno = -1			;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -93		;X-offset for the "hit spark" rel. to p2,
				;Y-offset for the spark rel. to p1
hitsound = S240,1		;Sound to play on hit
guardsound = S300,0		;Sound to play on guard
ground.type = hight		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -7		;Velocity at which opponent is pushed
airguard.velocity = -1,0	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 9			;Time before opponent regains control in air
air.fall = 1


[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 70
ctrl = 0
velset = 0,0
anim = 240

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 240,0

[State 280, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500, 0
volume = 220

[State 200, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 35, 2  		;Damage that move inflicts, guard damage
animtype = Medium	        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 15, 15		;Time attacker pauses, time opponent shakes
sparkno = -1			;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -75		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = S240, 1			;Sound to play on hit
guardsound = S310, 0		;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 20		;Time before opponent regains control in ai
air.fall = 1

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

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 270]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 70
ctrl = 0
velset = 0,0
anim = 270

[State 270 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 240,0

[State 280, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500, 3
volume = 220

[State 270, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 35, 2  		;Damage that move inflicts, guard damage
animtype = Medium	        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 15, 15		;Time attacker pauses, time opponent shakes
sparkno = -1    		;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -90		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = S230, 1			;Sound to play on hit
guardsound = S310, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 20		;Time before opponent regains control in ai
air.fall = 1

[State 270, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 75
ctrl = 0
velset = 0,0
anim = 250

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 250,0

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1500,8
volume = 220

[State 200, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 45, 3  		;Damage that move inflicts, guard damage
animtype = Hard 	        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 15		;Time attacker pauses, time opponent shakes
sparkno = -1			;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -90		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = S250, 1			;Sound to play on hit
guardsound = S310, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 30     	;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 20		;Time before opponent regains control in ai
air.fall = 1

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 30
ctrl = 0
velset = 0
anim = 290

[State 290, 0]
type = PosAdd
trigger1 = animelem = 6
x = 90

[State 290, 1]
type = PlaySnd
trigger1 = Time = 0
value = 250, 0

[State 290 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500,1
volume = 220

[State 290, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Heavy
damage   = 45,3
getpower = 8
givepower = 4
guardflag = MA
priority = 4, Hit
sparkno = -1
guard.sparkno = S7049	        
sparkxy = -10, -90
hitsound = S260, 0			;Sound to play on hit
guardsound = S310, 0
pausetime = 21,19
ground.hittime = 19
ground.type = hight
ground.slidetime = 19
ground.velocity = -6,-6
air.velocity = -6,-6
airguard.velocity = -7,0
air.type = Low			
air.hittime = 9	
p2stateno = 1025
fall = 1

[State 290, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; player 2 state
[Statedef 1025]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] 
type = ChangeAnim2
trigger1 = Time >= 0
value = 1025

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1026

;------------------
;player2 on air
[Statedef 1026]
type    = A
movetype= H
physics = N

[State 1026, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1026, Gravity]
type = VelAdd
trigger1 = Time >= 0
y = .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 = 1027

[State 1026, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
;player2 hit on wall
[Statedef 1027]
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, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1027, Sound]
type = PlaySnd
trigger1 = Time = 1
value = 240,0

[State 1027, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 1028

;------------------
; hit on wall
[Statedef 1028]
type    = A
movetype= H
physics = N

[State 1028, 1]
type = NotHitBy
trigger1 = Time >= 0
value = , NA, NP

[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 = Time >= 0
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

;---------------------------------------------------------------------------
; Crouching Light Punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning the
;     player will get hit instead of trading hits with the opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 65
ctrl = 0
anim = 400

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,0

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 25, 1  		;Damage that move inflicts, guard damage
animtype = Light	        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 10		;Time attacker pauses, time opponent shakes
sparkno = -1			;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -60		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = S200, 1			;Sound to play on hit
guardsound = S300, 0		;Sound to play on guard
ground.type = Low        	;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15		;Time that the opponent slides back
ground.hittime  = 25     	;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 15		;Time before opponent regains control in ai

[State 400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 70
ctrl = 0
anim = 410

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 270,1

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500,0
volume = 220

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 35, 2  		;Damage that move inflicts, guard damage
animtype = Medium	        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 13, 13		;Time attacker pauses, time opponent shakes
sparkno = -1			;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -15		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = S270, 2			;Sound to play on hit
guardsound = S310, 0		;Sound to play on guard
ground.type = Low        	;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15		;Time that the opponent slides back
ground.hittime  = 25     	;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 15		;Time before opponent regains control in ai

[State 410, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 70
ctrl = 0
anim = 420

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 270,3

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500, 9
volume = 200

[State 200, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 45, 3  		;Damage that move inflicts, guard damage
animtype = Hard 	        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 20		;Time attacker pauses, time opponent shakes
sparkno = -1     		;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = S270, 2			;Sound to play on hit
guardsound = S230, 0		;Sound to play on guard
ground.type = Low        	;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15		;Time that the opponent slides back
ground.hittime  = 25     	;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 15		;Time before opponent regains control in ai


[State 430]
type = ChangeState
triggerAll = movehit >= 1
trigger1 = command = "c"
value = 460
ctrl = 1

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;-----------------------------


[Statedef 460]
type = C
movetype = A
physics = C
anim = 460
juggle = 1
velset = 0
ctrl = 0
poweradd= 50

[State 402]
type = PlaySnd
trigger1 = Time = 0
value = 220,0

[State 201 , 1]
type = PlaySnd
trigger1 = time = 5
value = 1500,2
volume = 200

[State 201, 3]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
x = 3

[State 402]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = Hard
damage    = 45,3
guardflag = M
hitflag = MAF
pausetime = 27,29
sparkno = -1
sparkxy = -20,-95
hitsound = s260,0
guardsound = S320,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -1.5,-15
air.velocity = -2,-9.5
guard.velocity = -9.0
envshake.time = 18
envshake.freq = 60
envshake.ampl = -4
yaccel = .5
air.fall = 1
fall = 1
fall.recover = 0
fall.damage = 5
fall.envshake.ampl = 6       
fall.envshake.freq = 178
fall.envshake.time = 15


[State 402]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Kick
; CNS difficulty: easy
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 65
ctrl = 0
anim = 430

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 230,0

[State 200, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 25, 1  		;Damage that move inflicts, guard damage
animtype = Light	        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 10		;Time attacker pauses, time opponent shakes
sparkno = -1    		;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -25		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = S230, 1			;Sound to play on hit
guardsound = S300, 0		;Sound to play on guard
ground.type = Low        	;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 15     	;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 15		;Time before opponent regains control in ai

[State 430, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Kick
; CNS difficulty: easy
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 70
ctrl = 0
anim = 440

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 240,0

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500,3
volume = 220

[State 200, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 35, 2  		;Damage that move inflicts, guard damage
animtype = Medium	        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 15, 15		;Time attacker pauses, time opponent shakes
sparkno = -1			;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -55		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = S240, 1			;Sound to play on hit
guardsound = S310, 0		;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 25		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 20		;Time before opponent regains control in ai

[State 440, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch Strong Kick
; CNS difficulty: easy
; Description: This move uses "Trip" for the "ground.type" parameter in
;     its HitDef. It's a special type that puts the opponent in a tripped
;     animation as he falls. Also, the hitflag parameter in the HitDef
;     is set to "MAFD". The "D" indicates that a downed opponent can be
;     hit by the attack.
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 450

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 250,0

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500,8
volume = 220

[State 201, 3]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 2

[State 440, 2]
type = HitDef
trigger1 = AnimElem = 3
priority = 4
attr = C, NA
damage   = 45,3
getpower = 60
givepower = 30
animtype = Med
guardflag = LA
pausetime = 10, 12
sparkno = -1
guard.sparkno = S7049	        
sparkxy = -10, -70
hitsound   = S250,1
guardsound = S320,0
ground.type = Trip
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -2,-6
guard.velocity = -2
air.velocity = 0,-5
airguard.velocity = -3      
fall = 1

[State 450, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 65
ctrl = 0
anim = 600

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 270,1

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500,0
volume = 220

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 25, 1  		;Damage that move inflicts, guard damage
animtype = Light	        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 10		;Time attacker pauses, time opponent shakes
sparkno = -1			;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -20		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = S270, 2		;Sound to play on hit
guardsound = S300, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 10		;Time opponent is in hit state
ground.velocity = -2		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 20		;Time before opponent regains control in ai

[State 600, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 270,1

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500,2
volume = 220

[State 200, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 35, 2  		;Damage that move inflicts, guard damage
animtype = Medium 	        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 15		;Time attacker pauses, time opponent shakes
sparkno = -1			;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -77		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = S270, 2			;Sound to play on hit
guardsound = s310, 0		;Sound to play on guard
ground.type = High        	;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 15     	;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 15		;Time before opponent regains control in ai

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 4 && !movecontact
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 35, 2  		;Damage that move inflicts, guard damage
animtype = Medium 	        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 15		;Time attacker pauses, time opponent shakes
sparkno = -1			;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -77		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = S270, 2			;Sound to play on hit
guardsound = s310, 0		;Sound to play on guard
ground.type = High        	;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 15     	;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 15		;Time before opponent regains control in ai

[State 610, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 620

[State 620 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 270,3

[State 620 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500,0
volume = 220

[state 620, 1]
type = explod
trigger1 = time = 10
id = 7015
anim = 7015
pos = 0, -13
postype = p1
bindtime = -1
removetime = 14
sprpriority = 2
supermovetime = 14

[State 620, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 45, 3  		;Damage that move inflicts, guard damage
animtype = Heavy	        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 12, 20		;Time attacker pauses, time opponent shakes
sparkno = -1			;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = S270, 2			;Sound to play on hit
guardsound = s320, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 15		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 20		;Time before opponent regains control in ai

[State 620, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 60
ctrl = 0
anim = 630

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 230,0

[State 200, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 25, 1  		;Damage that move inflicts, guard damage
animtype = Light	        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 6, 10		;Time attacker pauses, time opponent shakes
sparkno = -1    		;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -25		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = S230, 1			;Sound to play on hit
guardsound = S300, 0		;Sound to play on guard
ground.type = High        	;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 10    	;Time opponent is in hit state
ground.velocity = -2		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 15		;Time before opponent regains control in ai

[State 630, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 240,0

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1500,3
volume = 220

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 35, 2  		;Damage that move inflicts, guard damage
animtype = Medium 	        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 15		;Time attacker pauses, time opponent shakes
sparkno = -1			;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -55		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = S250, 1			;Sound to play on hit
guardsound = s310, 0		;Sound to play on guard
ground.type = High        	;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 15     	;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 15		;Time before opponent regains control in ai

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3 && !movecontact
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 30, 12		;Damage that move inflicts, guard damage
animtype = Medium 	        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 15		;Time attacker pauses, time opponent shakes
sparkno = -1			;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -55		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = S250, 1			;Sound to play on hit
guardsound = s310, 0		;Sound to play on guard
ground.type = High        	;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 15     	;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 15		;Time before opponent regains control in ai

[State 640, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 650

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 250,0

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500,8
volume = 220

[State 200, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 45, 3  		;Damage that move inflicts, guard damage
animtype = Hard 	        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 15, 20		;Time attacker pauses, time opponent shakes
sparkno = -1			;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -77		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = S250, 1		;Sound to play on hit
guardsound = S320, 0		;Sound to play on guard
ground.type = High        	;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 20     	;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 15		;Time before opponent regains control in ai

[State 650, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[Statedef 660]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 270,1

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500, 2
volume = 220

[State 200, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 45, 3  		;Damage that move inflicts, guard damage
animtype = Medium 	        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 15		;Time attacker pauses, time opponent shakes
sparkno = -1			;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -77		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = S270, 2			;Sound to play on hit
guardsound = s310, 0		;Sound to play on guard
ground.type = High        	;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 15     	;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 15		;Time before opponent regains control in ai

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 4 && !movecontact
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 35, 2  		;Damage that move inflicts, guard damage
animtype = Medium 	        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 15		;Time attacker pauses, time opponent shakes
sparkno = -1			;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -77		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = S270, 2			;Sound to play on hit
guardsound = s310, 0		;Sound to play on guard
ground.type = High        	;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 15     	;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 15		;Time before opponent regains control in ai

[State 610, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

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

[Statedef 670]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 650

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 250,0

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500,1
volume = 220

[State 200, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 45, 3  		;Damage that move inflicts, guard damage
animtype = Hard 	        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 15, 20		;Time attacker pauses, time opponent shakes
sparkno = -1			;Spark anim no (Def: set above)
guard.sparkno = S7049	        
sparkxy = -10, -77		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = S250, 1		;Sound to play on hit
guardsound = S320, 0		;Sound to play on guard
ground.type = High        	;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 20     	;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
				;Y-velocity at which opponent is pushed
air.hittime = 15		;Time before opponent regains control in ai

[State 650, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

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


;Agarre Nš 1 


[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 5

[State 800, 2]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          
hitflag = M-          
priority = 4, Miss    
sparkno = -1          
sprpriority = 1  
hitsound = -1
p2facing = 1          
p1stateno = 801       
p2stateno = 802    
fall = 1   
fall.envshake.time = 12
fall.envshake.ampl = -5
ground.velocity = 6,-7
yaccel = .6

[State 800, 3]
type = ChangeState
trigger1 = !MoveContact
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;Success
[Statedef 801] 
type    = S
movetype= A
physics = S
anim = 801
sprpriority = -2
poweradd = 0
ctrl = 0

[State 801, AI]
type = varset
Trigger1 = time = 0
var(24) = 0

[State 801, 1]
type = Width
trigger1 = time = 0
edge = 80,20

[State 801, vel]
type = posadd
trigger1 = animelem = 2, <0
trigger1 = p2dist x >= -25
x = 8

[State 801, vel]
type = playerpush
trigger1 = 1
value = 0

[State 801, Bind1]
type = TargetBind
trigger1 = time < 1
pos = 40, 0
time = 1

[State 801, vel]
type = posadd
trigger1 = animelem = 2, > 0 && animelem = 3, < 0
trigger1 = pos y > (target, const(size.mid.pos.y) + 22)
y = -4

[State 801, vel]
type = playsnd
trigger1 = time = 0
value = 106,0
channel = 0
volume = 230

[State 801, grab Fx]
type = PlaySnd
trigger1 = time = 29
value = 800,4

[State 801, Grabpark]
type           = Helper
Trigger1 = time = 29
helpertype     = normal
name           = "hit"
ID             = 102
stateno        = 14660
pos            = 0,-19
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.1
size.yscale    = 0.1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 801, Cancel Var]
type = varset
Trigger1 = Time = [0,7]
trigger1 = target, command = "z" || target, command = "y"
var(7) = 1

[State 801, end]
type = ChangeState
Trigger1 = AnimTime = 0
value = 810
ctrl = 0

[Statedef 810] 
type    = S
movetype= A
physics = S
anim = 810
sprpriority = 2
poweradd = 0
ctrl = 0

[State 810, AI]
type = varset
Trigger1 = time = 0
var(24) = 0

[State 810, Targetstate]
type = targetstate
Trigger1 = time = 0
value = 803
ctrl = 0

[State 810, Cancel]
type = changestate
Trigger1 = Time = 0
trigger1 = var(7) = 1
value = 805

[State 810, Cancel]
type = targetstate
Trigger1 = Time = 0
trigger1 = var(7) = 1
value = 806

[State 810, voice]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = Animelem = 4
trigger3 = Animelem = 6
value = 1500,0
channel = 0
volumen = 220

[State 810, hitsound]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = Animelem = 4
trigger3 = Animelem = 6
value = 270,1

[State 810, Damage]
type = targetlifeadd
trigger1 = AnimElem = 2
trigger2 = Animelem = 4
value = -30
kill = 0

[State 810, Damage]
type = targetlifeadd
trigger1 = Animelem = 6
value = -30

[State 810, Hitspark]
type           = Helper
triggerall     = Numhelper(102) = 0
trigger1 = AnimElem = 2
helpertype     = normal
name           = "hit"
ID             = 102
stateno        = 14660
pos            = 13,-19
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.1
size.yscale    = 0.1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 810, Hitspark]
type           = Helper
triggerall     = Numhelper(101) = 0
trigger1 = AnimElem = 4
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 13,-19
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.1
size.yscale    = 0.1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 810, Hitspark]
type           = Helper
triggerall     = Numhelper(102) = 0
trigger1 = AnimElem = 6
helpertype     = normal
name           = "hit"
ID             = 102
stateno        = 14660
pos            = 13,-19
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.1
size.yscale    = 0.1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 810, bloodspark]
type = Explod
trigger1 = AnimElem = 2
trigger2 = Animelem = 4
trigger3 = Animelem = 6
id = 10
anim = F11
facing = -1
pos = -48,-25
sprpriority = 4
bindtime = 1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1

[State 810, Mash]
type = varset
Trigger1 = time = 0
var(2) = 0

[State 810, Mash]
type = varadd
Trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1

[State 310, end]
type = ChangeState
Trigger1 = AnimTime = 0
trigger1 = var(2) > 3
value = 811
ctrl = 0

[State 810, end]
type = ChangeState
Trigger1 = AnimTime = 0
trigger1 = var(2) <= 3
value = 812
ctrl = 0

;Chop Chop 2
[Statedef 811] 
type    = S
movetype= A
physics = S
anim = 811
sprpriority = 2
poweradd = 0
ctrl = 0

[State 811, Targetstate]
type = targetstate
Trigger1 = time = 0
value = 820
ctrl = 0

[State 811, voice]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = Animelem = 4
trigger3 = Animelem = 6
value = 1500,0
channel = 0
volume = 220

[State 811, hitsound]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = Animelem = 4
trigger3 = Animelem = 6
value = 270,1

[State 811, Damage]
type = targetlifeadd
trigger1 = AnimElem = 2
trigger2 = Animelem = 4
trigger3 = Animelem = 6
value = -12

[State 811, Hitspark]
type           = Helper
triggerall     = Numhelper(102) = 0
trigger1 = AnimElem = 2
helpertype     = normal
name           = "hit"
ID             = 102
stateno        = 14660
pos            = 13,-19
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.1
size.yscale    = 0.1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 811, Hitspark]
type           = Helper
triggerall     = Numhelper(101) = 0
trigger1 = AnimElem = 4
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 13,-19
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.1
size.yscale    = 0.1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 811, Hitspark]
type           = Helper
triggerall     = Numhelper(102) = 0
trigger1 = AnimElem = 6
helpertype     = normal
name           = "hit"
ID             = 102
stateno        = 14660
pos            = 13,-19
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.1
size.yscale    = 0.1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 811, bloodspark]
type = Explod
trigger1 = AnimElem = 2
trigger2 = Animelem = 4
trigger3 = Animelem = 6
id = 10
anim = F11
facing = -1
pos = -48,-25
sprpriority = 4
bindtime = 1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1

[State 811, Mash]
type = varset
Trigger1 = time = 0
var(2) = 0

[State 811, Mash]
type = varadd
Trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1

[State 811, end]
type = ChangeState
Trigger1 = AnimTime = 0
trigger1 = var(2) > 3
value = 821
ctrl = 0

[State 811, end]
type = ChangeState
Trigger1 = AnimTime = 0
trigger1 = var(2) <= 3
value = 812
ctrl = 0

;Chop Chop 3
[Statedef 821] 
type    = S
movetype= A
physics = S
anim = 821
sprpriority = 2
poweradd = 0
ctrl = 0

[State 821, Targetstate]
type = targetstate
Trigger1 = time = 0
value = 322
ctrl = 0

[State 821, voice]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = Animelem = 4
trigger3 = Animelem = 6
value = 1500,0
channel = 0
volume= 220

[State 821, hitsound]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = Animelem = 4
trigger3 = Animelem = 6
value = 270,1

[State 821, Damage]
type = targetlifeadd
trigger1 = AnimElem = 2
trigger2 = Animelem = 4
trigger3 = Animelem = 6
value = -10

[State 821, Hitspark]
type           = Helper
triggerall     = Numhelper(102) = 0
trigger1 = AnimElem = 2
helpertype     = normal
name           = "hit"
ID             = 102
stateno        = 14660
pos            = 13,-19
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.1
size.yscale    = 0.1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 821, Hitspark]
type           = Helper
triggerall     = Numhelper(101) = 0
trigger1 = AnimElem = 4
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 13,-19
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.1
size.yscale    = 0.1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 821, Hitspark]
type           = Helper
triggerall     = Numhelper(102) = 0
trigger1 = AnimElem = 6
helpertype     = normal
name           = "hit"
ID             = 102
stateno        = 14660
pos            = 13,-19
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.1
size.yscale    = 0.1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 821, bloodspark]
type = Explod
trigger1 = AnimElem = 2
trigger2 = Animelem = 4
trigger3 = Animelem = 6
id = 10
anim = F11
facing = -1
pos = -48,-25
sprpriority = 4
bindtime = 1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1

[State 821, Mash]
type = varset
Trigger1 = time = 0
var(2) = 0

[State 821, end]
type = ChangeState
Trigger1 = AnimTime = 0
value = 812
ctrl = 0

;End
[Statedef 812] 
type    = S
movetype= A
physics = S
anim = 812
sprpriority = 2
poweradd = 0

[State 312, liftoff]
type = targetstate
Trigger1 = time = 0
value = 804
ctrl = 0

[State 812, vel]
type = posset
trigger1 = animelem = 2, 0
trigger2 = animelem = 4
y = 0

[State 812, posadd]
type = posadd
trigger1 = animelem = 2, 0
x = -25

[State 812, posadd]
type = posadd
trigger1 = animelem = 4, 0
x = -45

[State 812, pos]
type = posadd
trigger1 = animelem = 2, 0
y = (target, const(size.head.pos.y) + 12)

[State 812, Bind1]
type = TargetBind
trigger1 = animelem = 4
pos = 20, -70
time = 1

[State 812, Bind2]
type = TargetBind
trigger1 = animelem = 5
pos = 5, -80
time = 1

[State 812, Damage]
type = targetlifeadd
trigger1 = Animelem = 4
value = -30

[State 812, Voice]
type = PlaySnd
trigger1 = Animelem = 4
value = 1500,3
channel = 0
volume= 220

[State 812, turn]
type = turn
trigger1 = animtime = 0

[State 812, end]
type = ChangeState
Trigger1 = AnimTime = 0
value = 11
ctrl = 1

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


;movimineto del P2

;(GRABBED)
[Statedef 802]
type    = A
movetype= H ;Get hit
physics = N
ctrl = 0

[State 802, 1]
type = Width
trigger1 = time >= 0
edge = 0,0

[State 802, 1]
type = ScreenBound
Trigger1 = Time >= 0
value = 0

[State 802, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 802

[State 802, liftoff]
type = changestate
Trigger1 = time = 100
value = 8150
ctrl = 0

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

; HITA_FALL (knocked up, falling)
[Statedef 8150]
type    = A
movetype= H
physics = N

[State 8150, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 8150, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 8150, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 8150, GMA]
type = GameMakeAnim
triggerall = vel x != 0
trigger1 = backedgebodydist <= 5
persistent = 0
ignorehitpause = 1
value = 72
pos = -20,-65
postype = p1
bindtime = -1

[State 8150, GMA]
type = Explod
triggerall = vel x != 0
trigger1 = frontedgebodydist <= 5
persistent = 0
ignorehitpause = 1
anim = f72
pos = 20,-65
sprpriority = 2
facing = -1
bindtime = 1
ownpal = 1

[State 8150, 10]
type = PlaySnd
triggerall = vel x != 0
trigger1 = backedgebodydist <= 5
trigger2 = frontedgebodydist <= 5
persistent = 0
value = 5100

[State 8150, 10]
type = velset
triggerall = vel x != 0
trigger1 = backedgebodydist <= 5
trigger2 = frontedgebodydist <= 5
persistent = 0
x = 0

[State 8150, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 8160 ;HIT_BOUNCE

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

; HIT_BOUNCE (hit ground)
[Statedef 8160]
type    = L
movetype= H
physics = N

[State 8160, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 8160, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 8160, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
;trigger1 = GetHitVar(fall.yvel) = 0
sysvar(1) = floor(vel y)

[State 8160, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 8160, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 8160, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 8160, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 8160, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 8160, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 61
pos = 0, 0
under = sysvar(1) <= 10

[State 8160, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 8160, 10]
type = PlaySnd
trigger1 = Time = 1
value = 5100

[State 8160, 11]
type = PosFreeze
trigger1 = 1

[State 8160, 12]
type = velset
trigger1 = Time >= 2
x = -2
y = -5

[State 8160, 7]
type = selfstate
triggerall = Time >= 2
trigger1 = hitfall
trigger2 = !alive
value = 5101

[State 8160, 12]
type = changestate
trigger1 = !hitfall
trigger1 = alive
trigger1 = Time >= 2
value = 8170

[State 8160, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

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

; HITA_RECOV (recovering in air, not falling)
[Statedef 8170]
type    = A
movetype= H
physics = N

[State 8170, 1]
type = posadd
trigger1 = time = 0
y = 25

[State 8170, 2]
type = ChangeAnim
trigger1 = time = 0
value = 5210

[State 8170, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 8170, 5]
type = VelAdd
trigger1 = 1
y = .5

[State 8170, NHB]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 8170, 6]
type = selfState
triggerall = time > 6
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 52 ;JUMPLAND

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


;(GRABBED II)
[Statedef 803]
type    = A
movetype= H ;Get hit
physics = N
ctrl = 0

[State 803, 1]
type = Width
trigger1 = time >= 0
edge = 0,0

[State 803, 1]
type = ScreenBound
Trigger1 = Time >= 0
value = 0

[State 803, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 803

[State 803, liftoff]
type = selfState
Trigger1 = time = 100
value = 5030

[Statedef 804]
type    = A
movetype= H ;Get hit
physics = N
ctrl = 0

[State 804, 1]
type = Width
trigger1 = time >= 0
edge = 0,0

[State 804, 1]
type = ScreenBound
Trigger1 = Time >= 0
value = 0

[State 804, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 804

[State 804, 2]
type = turn
Trigger1 = animTime = 0

[State 804, 2]
type = posadd
Trigger1 = animTime = 0
y = 40

[State 804, liftoff]
type = selfState
Trigger1 = animtime = 0
value = 5030

;(GRABBED IIB)

[Statedef 820]
type    = A
movetype= H ;Get hit
physics = N
ctrl = 0

[State 820, 1]
type = Width
trigger1 = time >= 0
edge = 0,0

[State 820, 1]
type = ScreenBound
Trigger1 = Time >= 0
value = 0

[State 820, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

[State 820, liftoff]
type = selfState
Trigger1 = time = 100
value = 5030

;(GRABBED IIC)
[Statedef 822]
type    = A
movetype= H ;Get hit
physics = N
ctrl = 0

[State 822, 1]
type = Width
trigger1 = time >= 0
edge = 0,0

[State 822, 1]
type = ScreenBound
Trigger1 = Time >= 0
value = 0

[State 822, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 822

[State 822, liftoff]
type = selfState
Trigger1 = time = 100
value = 5030

;P1 Miss
[Statedef 805]
type    = A
movetype= I
physics = A
velset = -4,-6
anim = 5040
ctrl = 0

[State 805, Cancel]
type = targetstate
Trigger1 = time = 0
value = 806

[State 805, playerpush]
type = playerpush
Trigger1 = 1
value = 0

[State 805, Cancel Var]
type = varset
Trigger1 = animtime = 0
var(7) = 0

[Statedef 806]
type    = A
movetype= I
physics = N
velset = -4,-7
anim = 5040
ctrl = 0

[State 806, playerpush]
type = veladd
Trigger1 = 1
y = .45

[State 806, Cancel Var]
type = selfstate
Trigger1 = pos y >= 0 && vel y > 0
value = 52
ctrl = 0

[State 806, playerpush]
type = playerpush
Trigger1 = 1
value = 0



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



;Agarre Nš 2 


[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 850
sprpriority = 2

[State 850, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 240,0

[State 850, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 2
p1facing = ifelse(Command = "holdfwd",1,-1)
p2facing = -1
p1stateno = 860
p2stateno = 870
guard.dist = 0
fall.xvelocity = 0
fall.yvelocity = 0
fall = ifelse(PalNo > 6, 0, 1)
fall.recover = 0
fall.damage = 0


[State 850, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 850, ChangeState]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 860]
type    = S
movetype= A
physics = N
anim = 860
sprpriority = 2

[State 860, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 800,0
volume= 220

[State 860, Grabpark]
type           = Helper
Trigger1 = time = 0
helpertype     = normal
name           = "hit"
ID             = 102
stateno        = 14660
pos            = 0,-19
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.1
size.yscale    = 0.1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State 860, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 220,0

[State 860, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 1500,3
channel = 0
volume= 220

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 60,-55

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 60,-75

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = 50,-90

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
pos = 40,-105

[State 860, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = -1

[State 860, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
pos = 10,-105

[State 860, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 6
value = -40

[State 860, TargetState]
type = TargetState
trigger1 = AnimElem = 6
value = 880

[State 860, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 870]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 870, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 870, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 870

[Statedef 880]
type    = A
movetype= H
physics = N
velset = -8,-6
poweradd = 50

[State 880, ChangeAnim]
type = ChangeAnim
trigger1 = (Time = [0,10]) && (SelfAnimExist(5060));Not if hit off ground anim
value = 5060

[State 880, ChangeAnim2]
type = ChangeAnim2
trigger1 = (Time = 0) && (!SelfAnimExist(5060));Not if hit off ground anim
value = 880

[State 880, PosAdd]
type = PosAdd
trigger1 = Time = 0
Y = 40

[State 880, VelAdd]
type = VelAdd
trigger1 = Time >= 1
Y = 0.5

[State 880, SelfState]
type = SelfState
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
value = 5100
ctrl = 0

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

;--------------------------------------------------
;       Efecto de Rebote en la pared
;--------------------------------------------------

[Statedef 14360]
type            = A
movetype        = A
physics         = N
anim            = 99999
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 1
sprpriority     = 999999

[State 0, Shunshunrikka]
type           = PlaySnd
trigger1       = Time = 0
value          = S1000,13
volume         = 900
channel        = -1
ignorehitpause = 1

[State 0, Orihime]
type     = PlaySnd
trigger1 = Time = 0
value    = S5100,0
volume   = 120

[State 0, Orihime]
type           = Explod
trigger1       = Time = 0
anim           = 7011
ID             = 7011
pos            = -10,-10
postype        = p2
facing         = 1
vfacing        = 1
bindtime       = 1
vel            = 0,0
accel          = 0,0
random         = 0,0
removetime     = -2
scale          = 1,1
sprpriority    = -999
ontop          = 0
ownpal         = 1
removeongethit = 0
ignorehitpause = 1
persistent     = 0

[State 0, Orihime]
type           = Explod
trigger1       = Time = 0
anim           = 7012
ID             = 7012
pos            = -12,0
postype        = p1
facing         = 1
vfacing        = 1
bindtime       = 1
vel            = 0,0
accel          = 0,0
random         = 0,0
removetime     = -2
SuperMoveTime  = 9999
PauseMoveTime  = 9999
scale          = 1.2,1.2
sprpriority    = 6
ontop          = 1
shadow         = 0,0,0
ownpal         = 1
ignorehitpause = 1

[State 0, Orihime]
type           = Explod
trigger1       = Time = 1
anim           = 7013
ID             = 7013
pos            = -12,0
postype        = p1
facing         = 1
vfacing        = -1
bindtime       = 1
vel            = 0,0
accel          = 0,0
random         = 0,0
removetime     = -2
SuperMoveTime  = 9999
PauseMoveTime  = 9999
scale          = FVar(17),FVar(17)
sprpriority    = 6
ontop          = 1
shadow         = 0,0,0
ownpal         = 1
ignorehitpause = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 7013
scale = FVar(17),FVar(17)
ignorehitpause = 1
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = Time = 0
fv = 17
value = 0.1

[State 0, VarAdd]
type = VarAdd
trigger1 = 1
fv = 17
value = 0.1
;         ------------------
;--------|^ Helper's Core  ^|----------
;         ------------------

[State 0, Shunshunrikka]
type           = Trans
trigger1       = 1
trans          = add
alpha          = 256,256
ignorehitpause = 1

[State 0, Shunshunrikka]
type             = NotHitBy
trigger1         = 1
time             = 1
value            = SCA
ignorehitpause   = 1

[State 0, Shunshunrikka]
type           = AssertSpecial
trigger1       = 1
flag           = NoShadow
ignorehitpause = 1

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

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

[State 0, Shunshunrikka]
type           = Offset
Triggerall     = Facing = 1;-1
trigger1       = 1
;x              = -65
y              = -64
ignorehitpause = 1

[State 0, Shunshunrikka]
type           = Offset
Triggerall     = Facing = -1;1
trigger1       = 1
;x              = 65
y              = -64
ignorehitpause = 1

[State 0, Shunshunrikka]
type           = DestroySelf
trigger1       = time = 45
ignorehitpause = 1

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

; Efecto golpes

[Statedef 14460]
type            = A
movetype        = A
physics         = N
anim            = 99999
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 1
sprpriority     = 999999

[State 0, Shunshunrikka]
type           = PlaySnd
trigger1       = Time = 0
value          = S1000,13
volume         = 900
channel        = -1
ignorehitpause = 1

[State 0, Orihime]
type     = PlaySnd
trigger1 = Time = 0
value    = S5100,0
volume   = 120

[State 0, Orihime]
type           = Explod
trigger1       = Time = 0
anim           = 7011
ID             = 7011
pos            = -10,-56
postype        = p2
facing         = 1
vfacing        = 1
bindtime       = 1
vel            = 0,0
accel          = 0,0
random         = 0,0
removetime     = -2
scale          = 0.5,0.5
sprpriority    = -999
ontop          = 0
ownpal         = 1
removeongethit = 0
ignorehitpause = 1
persistent     = 0

[State 0, Orihime]
type           = Explod
trigger1       = Time = 0
anim           = 7012
ID             = 7012
pos            = -12,0
postype        = p1
facing         = 1
vfacing        = 1
bindtime       = 1
vel            = 0,0
accel          = 0,0
random         = 0,0
removetime     = -2
SuperMoveTime  = 9999
PauseMoveTime  = 9999
scale          = 0.6,0.6
sprpriority    = 6
ontop          = 1
shadow         = 0,0,0
ownpal         = 1
ignorehitpause = 1

[State 0, Orihime]
type           = Explod
trigger1       = Time = 1
anim           = 77013
ID             = 77013
pos            = -12,0
postype        = p1
facing         = 1
vfacing        = -1
bindtime       = 1
vel            = 0,0
accel          = 0,0
random         = 0,0
removetime     = -2
SuperMoveTime  = 9999
PauseMoveTime  = 9999
scale          = FVar(17),FVar(17)
sprpriority    = 6
ontop          = 1
shadow         = 0,0,0
ownpal         = 1
ignorehitpause = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 77013
scale = FVar(17),FVar(17)
ignorehitpause = 1
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = Time = 0
fv = 17
value = 0.1

[State 0, VarAdd]
type = VarAdd
trigger1 = 1
fv = 17
value = 0.1
;         ------------------
;--------|^ Helper's Core  ^|----------
;         ------------------

[State 0, Shunshunrikka]
type           = Trans
trigger1       = 1
trans          = add
alpha          = 256,256
ignorehitpause = 1

[State 0, Shunshunrikka]
type             = NotHitBy
trigger1         = 1
time             = 1
value            = SCA
ignorehitpause   = 1

[State 0, Shunshunrikka]
type           = AssertSpecial
trigger1       = 1
flag           = NoShadow
ignorehitpause = 1

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

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

[State 0, Shunshunrikka]
type           = Offset
Triggerall     = Facing = 1;-1
trigger1       = 1
;x              = -65
y              = -64
ignorehitpause = 1

[State 0, Shunshunrikka]
type           = Offset
Triggerall     = Facing = -1;1
trigger1       = 1
;x              = 65
y              = -64
ignorehitpause = 1

[State 0, Shunshunrikka]
type           = DestroySelf
trigger1       = time = 45
ignorehitpause = 1

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


[Statedef 14560]
type            = A
movetype        = A
physics         = N
anim            = 99999
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 1
sprpriority     = 999999

[State 220, 3]
type = Explod
trigger1 = time = 0
anim = 7007
pos = 0,-65
postype = p1
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 1
removeongethit = 0

[State 220, 4]
type = Explod
trigger1 =  time = 0
anim = 7008
pos = 0,-65
postype = p1
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 1
removeongethit = 0

[State 220, 5]
type = Explod
trigger1 = time = 0
anim = 7009
pos = 0,-65
postype = p1
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 1
removeongethit = 0

[State 220, 6]
type = Explod
trigger1 =  time = 0
anim = 7010
pos = 0,-65
postype = p1
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 2
removeongethit = 0

[State 220, 7]
type = Explod
trigger1 = time = 0
anim = 7030
pos = 0,-65
postype = p1
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 2
removeongethit = 0

[State 0, Shunshunrikka]
type           = DestroySelf
trigger1       = time = 12
ignorehitpause = 1

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


[Statedef 14660]
type            = A
movetype        = A
physics         = N
anim            = 99999
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 1
sprpriority     = 999999

[State 610, 2]
type = Explod
trigger1 = time = 0
anim = 7008
pos = 0,-60
postype = p1
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 1
removeongethit = 0

[State 610, 3]
type = Explod
trigger1 = time = 0
anim = 7004
pos = 0,-60
postype = p1
bindtime = 12
supermove = 0
persistent = 0
sprpriority = 2
removeongethit = 0


[State 0, Shunshunrikka]
type           = DestroySelf
trigger1       = time = 12
ignorehitpause = 1


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

[Statedef -2]


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


;Sonidos

;salto
[State -2 , 1]
type = PlaySnd
trigger1 = stateno = 40
trigger1 = Time = 5
value = 41,0
volume = 200

[State -2 , 1]
type = PlaySnd
trigger1 = stateno = 40
trigger1 = Time = 0
value = 40,0

[State -2, 1]
type = PlaySnd
triggerall = stateno = 45
trigger1 = time = 1
value = 45,0
volume = 200

[State -2, 1]
type = PlaySnd
triggerall = stateno = 45
trigger1 = time = 0
value = 40,0

;uir
[State -2 , 2]
type = PlaySnd
trigger1 = stateno = 105
trigger1 = Time = 1
value = 106,0
volume = 200

[State -2 , 2]
type = PlaySnd
trigger1 = stateno = 106
trigger1 = Time = 1
value = 105,0

;caer
[State -2 , 2]
type = PlaySnd
trigger1 = stateno = 52
trigger1 = Time = 1
value = 52,0

;Corre
[State -2 , 9]
type = PlaySnd
trigger1 = stateno = 100
trigger1 = AnimElem = 1
value = 100,0
volume = 180

[State -2 , 8]
type = PlaySnd
trigger1 = stateno = 100
trigger1 = AnimElem = 3
value = 100,1
volume = 180

[State -2 , 8]
type = PlaySnd
trigger1 = stateno = 100
trigger1 = AnimElem = 4
value = 100,0
volume = 180

[State -2 , 8]
type = PlaySnd
trigger1 = stateno = 100
trigger1 = AnimElem = 6
value = 100,1
volume = 180

;camiar adelante
[State -2 , 8]
type = PlaySnd
trigger1 = stateno = 20
trigger1 = AnimElem = 4
value = 10,1

[State -2 , 9]
type = PlaySnd
trigger1 = stateno = 20
trigger1 = AnimElem = 2 
value = 10,0


;caminar atras
[State -2 , 8]
type = PlaySnd
trigger1 = stateno = 21
trigger1 = AnimElem = 4
value = 10,1

[State -2 , 9]
type = PlaySnd
trigger1 = stateno = 21
trigger1 = AnimElem = 2
value = 10,0


;Golpeado parado arriba
[State -2 , 5]
type = PlaySnd
triggerall = stateno = 5001
triggerall = (anim >= 5000) && (anim <= 5009)
trigger1 = time = 1
trigger1 = Life > 1
value = 5000,0

;Golpeado parado abajo
[State -2 , 5]
type = PlaySnd
triggerall = stateno = 5001
triggerall = (anim >= 5010) && (anim <= 5019)
trigger1 = time = 1
trigger1 = Life > 1
value = 5000,10

;Golpeado agachado
[State -2 , 5]
type = PlaySnd
triggerall = stateno = 5001
triggerall = anim >= 5020
trigger1 = time = 1
trigger1 = Life > 1
value = 5000,20

[State -2 , 6]
type = PlaySnd
triggerall = stateno = 5010
trigger1 = time = 1
trigger1 = Life > 1
value = 5000,20

[State -2 , 7]
type = PlaySnd
triggerall = stateno = 5020
trigger1 = time = 1
trigger1 = Life > 1
value = 5000,50

[State -2 , 7]
type = PlaySnd
triggerall = stateno = 5030
trigger1 = time = 1
trigger1 = Life > 1
value = 5000,30

[State -2 , 7]
type = PlaySnd
triggerall = stateno = 5070
trigger1 = time = 1
trigger1 = Life > 1
value = 5000,40

[State -2 , 7]
type = PlaySnd
triggerall = stateno = 1025
trigger1 = time = 1
trigger1 = Life > 1
value = 5000,10

[State -2 , 7]
type = PlaySnd
triggerall = stateno = 5100
trigger1 = time = 3
trigger1 = Life > 1
value = 5000,40


[State -2 , 7]
type = PlaySnd
triggerall = stateno = 5100
trigger1 = time = 1
value = 5100,0

[State -2 , 7]
type = PlaySnd
triggerall = stateno = 5110
trigger1 = time = 2
trigger1 = Life > 1
value = 5000,50


[State -2 , 7]
type = PlaySnd
triggerall = stateno = 5110
trigger1 = time = 1
trigger1 = Life > 1
value = 5100,0


[State -2 , 7]
type = PlaySnd
triggerall = stateno = 5120
trigger1 = time = 1
value = 5120,0
volume = 120

[State -2 , 7]
type = PlaySnd
triggerall = stateno = 5000
trigger1 = time = 1
trigger1 = Life < 1
value = 5000,0

[State -2 , 7]
type = PlaySnd
triggerall = stateno = 5050
trigger1 = time = 1
trigger1 = Life < 1
value = 5050,0

[State -2 , 7]
type = PlaySnd
triggerall = stateno = 5070
trigger1 = time = 1
trigger1 = Life < 1
value = 5050,0

[State -2 , 7]
type = PlaySnd
triggerall = stateno = 1025
trigger1 = time = 1
trigger1 = Life < 1
value = 5050,0


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

;Septimo Sentido 

[State -2, VarSet]
type = VarSet
triggerall = var(8) = 1
trigger1 = power = 0
v = 8
value = 0

[State -2, powerAdd]
type = powerAdd
trigger1 = var(8) = 1
value = -5

[State -2]
type = powerAdd
triggerAll = var(8) = 1
trigger1 = MoveHit
value = 25

[State -2]
type = AttackMulSet
trigger1 = var(8) = 1
;trigger1 = time = [0,1500]
value = 2

[State -2]
type = DefenceMulSet
trigger1 = var(8) = 1
value = -2

[State -2, Brilla]
type = PalFX
triggerall = var(8) = 1
triggerall = power >= 1
triggerall = life >= 1
trigger1  = anim != 6666666
trigger1 = AnimElem = 2
time = 100
add = 138,63,169
sinadd = 0,0,148,128


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

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


;      sonido screenpack

[State -2 , Draw Game]
type = Playsnd
triggerall = stateno = 175
trigger1 = time = 35
value = F900, 0

[State -2 , Winer]
type = Playsnd
triggerall = stateno = 170
trigger1 = time = 35
value = F900, 1
volume = 200


[State -2, Winer]
type = Explod
triggerall = stateno = 170
Trigger1 = time = 5
anim = F300
pos = 0,0
postype = left
scale = 0.5,0.5
sprpriority = 5
ownpal = 0
bindtime = -1
removetime = 300

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

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

;-----------------------------------------------
;-----------------------------------------------
;                                              -
;   AI Inteligencia Artificial (statedef -2)   -
;                                              -
;-----------------------------------------------
;-----------------------------------------------


;----------------------------------------------
; ------- AI Ataques Basicos parado ---------
;----------------------------------------------

;Puno devil
[State -2]
type = ChangeState
value = 200
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = stateno != 200
trigger1 = P2BodyDist X <= 70
trigger1 = random = [0, 50]
trigger1 = ctrl = 1
trigger2 = (stateno = 230) && (MoveContact)


;puņo medio
[State -2]
type = ChangeState
value = 210
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1
triggerall = stateno != 210
trigger1 = statetype = S
trigger1 = P2BodyDist X >= 70 && P2Dist x <= 100
trigger1 = random = [51, 100]
trigger2 = ctrl = 1
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 230) && (MoveContact)
trigger4 = (stateno = 240) && (MoveContact)
trigger5 = (stateno = 260) && (MoveContact)
trigger6 = (stateno = 270) && (MoveContact)

;Puņo fuerte deslizandose
[State -2]
type = ChangeState
value = 220
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1
triggerall = stateno != 220
trigger1 = statetype = S && (P2statetype = S || P2statetype = A)
trigger1 = P2Dist x >= 70 && P2Dist x <= 170
trigger1 = random = [50, 200]
trigger1 = ctrl = 1
trigger2 = (stateno = 210) && (MoveContact)
trigger3 = (stateno = 240) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 270) && (MoveContact)

;patada devil
[State -2]
type = ChangeState
value = 230
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = stateno != 230
trigger1 = P2BodyDist X <= 100
trigger1 = random = [0, 50]
trigger1 = ctrl = 1
trigger2 = (stateno = 200) && (MoveContact)

;patada media
[State -2]
type = ChangeState
value = 240
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1
triggerall = stateno != 240
trigger1 = P2BodyDist X <= 125
trigger1 = statetype = S
trigger1 = random = [51, 100]
trigger1 = ctrl = 1
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 230) && (MoveContact)
trigger4 = (stateno = 210) && (MoveContact)
trigger5 = (stateno = 270) && (MoveContact)

;patada fuerte
[State -2]
type = ChangeState
value = 250
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1
triggerall = stateno != 250
trigger1 = P2Dist x >= 80 && P2Dist x <= 160
trigger1 = statetype = S
trigger1 = random = [100, 200]
trigger1 = ctrl = 1
trigger2 = (stateno = 210) && (MoveContact)
trigger3 = (stateno = 240) && (MoveContact)
trigger4 = (stateno = 270) && (MoveContact)
trigger5 = (stateno = 260) && (MoveContact)


;-------------------------------------------
; ----- golpes alternantes y remates ----- 
;-------------------------------------------


;puņo alternante medio
[State -2]
type = ChangeState
value = 260
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1 && random = [101,150]
triggerall = p2bodydist X <= 70
triggerall = stateno != 260
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = (stateno = 210) && (MoveContact)

;reamte puņo
[State -2]
type = ChangeState
value = 280
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1 && random = [100, 300]
triggerall = p2bodydist X <= 130
triggerall = stateno != 280
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 220) && (MoveContact)
trigger4 = (stateno = 230) && (MoveContact)
trigger5 = (stateno = 240) && (MoveContact)
trigger6 = (stateno = 270) && (MoveContact)
trigger7 = (stateno = 250) && (MoveContact)

;patada alternante medio
[State -2]
type = ChangeState
value = 270
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1 && random = [50,150]
triggerall = p2bodydist X <= 50
triggerall = stateno != 270
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = (stateno = 240) && (MoveContact)

;reamte patada
[State -2]
type = ChangeState
value = 290
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1 && random = [100, 300]
triggerall = p2bodydist X <= 40
triggerall = stateno != 290
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 220) && (MoveContact)
trigger5 = (stateno = 260) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 250) && (MoveContact)

;----------------------------------------------
; ------- AI Ataques Basicos agachado ---------
;----------------------------------------------

;puņo devil
[State -2]
type = ChangeState
value = 400
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1
triggerall = stateno != 400
trigger1 = statetype = C && P2statetype = C
trigger1 = P2BodyDist X <= 50
trigger1 = random = [0, 50]
trigger1 = ctrl = 1
trigger2 = (stateno = 400) && (MoveContact)
trigger3 = (stateno = 430) && (MoveContact)

;puņo medio
[State -2]
type = ChangeState
value = 410
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1
triggerall = stateno != 410
trigger1 = statetype = C && (P2statetype = S || P2statetype = C)
trigger1 = P2BodyDist X <= 70
trigger1 = random = [51, 100]
trigger1 = ctrl = 1
trigger2 = (stateno = 400) && (MoveContact)
trigger3 = (stateno = 430) && (MoveContact)
trigger4 = (stateno = 440) && (MoveContact)

;puņo fuerte
[State -2]
type = ChangeState
value = 420
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1
triggerall = stateno != 420
trigger1 = statetype = C && (P2statetype = S || P2statetype = C)
trigger1 = P2BodyDist X >= 50 && P2BodyDist X <= 80
trigger1 = random = [100, 200]
trigger1 = ctrl = 1
trigger2 = (stateno = 410) && (MoveContact)
trigger3 = (stateno = 440) && (MoveContact)

;patada devil
[State -2]
type = ChangeState
value = 430
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1
triggerall = stateno != 430
trigger1 = statetype = C && P2statetype = C
trigger1 = P2BodyDist X <= 60
trigger1 = random = [0, 50]
trigger1 = ctrl = 1
trigger2 = (stateno = 400) && (MoveContact)
trigger3 = (stateno = 430) && (MoveContact)

;patada media
[State -2]
type = ChangeState
value = 440
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1
triggerall = stateno != 440
trigger1 = statetype = C && (P2statetype = S || P2statetype = C)
trigger1 = P2BodyDist X <= 90
trigger1 = random = [51, 100]
trigger1 = ctrl = 1
trigger2 = (stateno = 400) && (MoveContact)
trigger3 = (stateno = 430) && (MoveContact)
trigger4 = (stateno = 410) && (MoveContact)

;patada fuerte
[State -2]
type = ChangeState
value = 450
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1
triggerall = stateno != 450
trigger1 = statetype = C && (P2statetype = S || P2statetype = C)
trigger1 = P2BodyDist X >= 70 && P2BodyDist X <= 120
trigger1 = random = [100, 200]
trigger1 = ctrl = 1
trigger2 = (stateno = 410) && (MoveContact)
trigger3 = (stateno = 440) && (MoveContact)
trigger4 = (stateno = 430) && (MoveContact)
trigger5 = (stateno = 420) && (MoveContact)
trigger6 = (stateno = 400) && (MoveContact)


;----------------------------------------------
; ------- AI Ataques Basicos Aire ---------
;----------------------------------------------


;aire puņo salto devil
[State -2]
type = ChangeState
value = 600
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1
triggerall = Vel X != 0
triggerall = stateno != 600
triggerall = statetype = A && P2statetype = S
trigger1 = P2BodyDist x <= 30 && P2BodyDist y <= 10 && P2BodyDist y >= -10
trigger1 = random = [0, 200]
trigger1 = ctrl = 1

;aire puņo salto medio
[State -2]
type = ChangeState
value = 610
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1
triggerall = Vel X != 0
triggerall = stateno != 610
triggerall = statetype = A && P2statetype = A
trigger1 = P2BodyDist x <= 100 && P2BodyDist y <= 5 && P2BodyDist y >= -5
trigger1 = random = [201, 400]
trigger1 = ctrl = 1

;aire puņo salto fuerte
[State -2]
type = ChangeState
value = 620
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1
triggerall = Vel X != 0
triggerall = stateno != 620
triggerall = statetype = A
trigger1 = P2BodyDist x <= 80
trigger1 = random = [401, 600]
trigger1 = ctrl = 1

;aire puņo salto neutro
[State -2]
type = ChangeState
value = 660
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = Var(59) = 1
triggerall = Vel X = 0
triggerall = stateno != 660
triggerall = statetype = A
trigger1 = P2BodyDist x <= 100
trigger1 = random <= 800
trigger1 = ctrl = 1
trigger2 = (stateno = 670) && (MoveContact)

;aire patada salto devil
[State -2]
type = ChangeState
value = 630
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1
triggerall = Vel X != 0
triggerall = stateno != 630
triggerall = statetype = A && P2statetype = S
trigger1 = P2BodyDist x <= 70 && P2BodyDist y <= 10 && P2BodyDist y >= -10
trigger1 = random = [0, 200]
trigger1 = ctrl = 1

;aire patada salto media
[State -2]
type = ChangeState
value = 640
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1
triggerall = Vel X != 0
triggerall = stateno != 640
triggerall = statetype = A
trigger1 = P2BodyDist x <= 150
trigger1 = random = [201, 400]
trigger1 = ctrl = 1

;aire patada salto fuerte
[State -2]
type = ChangeState
value = 650
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = var(59) = 1
triggerall = Vel X != 0
triggerall = stateno != 650
triggerall = statetype = A && P2statetype = A
trigger1 = P2BodyDist x <= 100 && P2BodyDist y <= 5 && P2BodyDist y >= -5
trigger1 = random = [401, 600]
trigger1 = ctrl = 1

;aire patada salto neutro
[State -2]
type = ChangeState
value = 670
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 && P2StateType != L
triggerall = Var(59) = 1
triggerall = Vel X = 0
triggerall = stateno != 670
triggerall = statetype = A
trigger1 = P2BodyDist x <= 100
trigger1 = random <= 800
trigger1 = ctrl = 1
trigger2 = (stateno = 660) && (MoveContact)

;---------------------------------------------
; -------         Fin basico         ---------
;---------------------------------------------

;Combo 1

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 200) 
trigger1 = (movecontact)
value = 210

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 210) 
trigger1 = (movecontact)
value = 260

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 260) 
trigger1 = (movecontact)
value = 220

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 220) 
trigger1 = (movecontact)
value = 280

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

;Combo 2

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 230) 
trigger1 = (movecontact)
value = 230

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 230) 
trigger1 = (movecontact)
value = 240

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 240) 
trigger1 = (movecontact)
value = 270

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 270) 
trigger1 = (movecontact)
value = 250

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 250) 
trigger1 = (movecontact)
value = 290

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

;Agachado 1

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 400) 
trigger1 = (movecontact)
value = 400

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 400) 
trigger1 = (movecontact)
value = 410

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 410) 
trigger1 = (movecontact)
value = 420

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 420) 
trigger1 = (movecontact)
value = 460

;Agachado 2

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 430) 
trigger1 = (movecontact)
value = 430

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 430) 
trigger1 = (movecontact)
value = 440

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 440) 
trigger1 = (movecontact)
value = 450

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

;Aire 1

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 600) 
trigger1 = (movecontact)
value = 610

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 610) 
trigger1 = (movecontact)
value = 620

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 600) 
trigger1 = (movecontact)
value = 620

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

;Aire 2

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 630) 
trigger1 = (movecontact)
value = 640

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 640) 
trigger1 = (movecontact)
value = 650

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 630) 
trigger1 = (movecontact)
value = 650

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

;Aire 3

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 660) 
trigger1 = (movecontact)
value = 670

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 670) 
trigger1 = (movecontact)
value = 660

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

;Aire 4

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 600) 
trigger1 = (movecontact)
value = 620

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 610) 
trigger1 = (movecontact)
value = 620

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

;combo multiple

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 200) 
trigger1 = (movecontact)
value = 1400

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 210) 
trigger1 = (movecontact)
value = 1001

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 260) 
trigger1 = (movecontact)
value = 1401

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 220) 
trigger1 = (movecontact)
value = 1002

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 220) 
trigger1 = (movecontact)
value = 1402

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 230) 
trigger1 = (movecontact)
value = 1660

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 240) 
trigger1 = (movecontact)
value = 1100

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 270) 
trigger1 = (movecontact)
value = 1600

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 250) 
trigger1 = (movecontact)
value = 1100

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 250) 
trigger1 = (movecontact)
value = 1600

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 200) 
trigger1 = (movecontact)
value = 1300

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 200) 
trigger1 = (movecontact)
value = 1500

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 210) 
trigger1 = (movecontact)
value = 1301

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 260) 
trigger1 = (movecontact)
value = 1520

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 220) 
trigger1 = (movecontact)
value = 1302

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 230) 
trigger1 = (movecontact)
value = 1500

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 240) 
trigger1 = (movecontact)
value = 1520

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 250) 
trigger1 = (movecontact)
value = 1540

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 220) 
trigger1 = (movecontact)
value = 1540

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 230) 
trigger1 = (movecontact)
value = 1760

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 240) 
trigger1 = (movecontact)
value = 1700

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 270) 
trigger1 = (movecontact)
value = 1700

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 220) 
trigger1 = (movecontact)
value = 1731

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 200) 
trigger1 = (movecontact)
value = 1760

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 210) 
trigger1 = (movecontact)
value = 1700


[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 260) 
trigger1 = (movecontact)
value = 1700

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 220) 
trigger1 = (movecontact)
value = 1731

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

;proyectil fuego medio

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1300) 
trigger1 = (movecontact)
value = 1301

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1301) 
trigger1 = (movecontact)
value = 1302

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1300) 
trigger1 = (movecontact)
value = 1300

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

;combos aire

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 620) 
trigger1 = (movecontact)
value = 1200

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 650) 
trigger1 = (movecontact)
value = 1200

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 660) 
trigger1 = (movecontact)
value = 1200

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 670) 
trigger1 = (movecontact)
value = 1200

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 640) 
trigger1 = (movecontact)
value = 1200

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 600) 
trigger1 = (movecontact)
value = 1200

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 610) 
trigger1 = (movecontact)
value = 1200

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 630) 
trigger1 = (movecontact)
value = 1200




;---------------------------------
;        Special Moves           -
;---------------------------------

;  aire

;garras rodilla aerea
[State -2]
type = changestate
value = 1200
Triggerall = roundstate = 2 && P2Life > 0 && Life > 0 
triggerall = (var(59) = 1) && (statetype = A) && (ctrl) && (random = [50, 500])
trigger1 = (p2bodydist X <= 400) && (prevstateno != 5120)
trigger2 = (stateno = 600) && (MoveContact)
trigger3 = (stateno = 610) && (MoveContact)
trigger4 = (stateno = 660) && (MoveContact)
trigger5 = (stateno = 620) && (MoveContact)
trigger6 = (stateno = 630) && (MoveContact)
trigger7 = (stateno = 640) && (MoveContact)
trigger8 = (stateno = 670) && (MoveContact)
trigger9 = (stateno = 650) && (MoveContact)


;  suelo

;Recarga de cosmo
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) = 1)
triggerall = p2bodydist X >= 150
triggerall = p2StateType != L && P2life > 0
triggerall = statetype = S && ctrl && random = [50, 200]
trigger1 = (P2bodydist X >= 200) &&  (power <= 2999) && (prevstateno != 5120) && (p2movetype != H) 
value = 730000

;Mega Block
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) = 1)
triggerall = p2bodydist X <= 100
triggerall = p2StateType != L && P2life > 0
triggerall = statetype = S && ctrl && random = [150, 300]
trigger1 = (P2bodydist X <= 70) && (prevstateno != 5120) && (p2movetype = A)
value = 2100

;proyectil garras en el suelo fuerte
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59) = 1) && (statetype = S) && (ctrl) && (random = [300, 400])
trigger1 = (P2bodydist X >= 130) && (prevstateno != 5120) && (p2movetype != H) 
value = 1300
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;proyectil garras en el suelo medio
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59) = 1) && (statetype = S) &&  (ctrl) && (random = [300, 400])
trigger1 = (P2bodydist X >= 110) && (prevstateno != 5120) && (p2movetype != H) 
value = 1300
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;proyectil garras en el suelo devil
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59) = 1) && (statetype = S) &&  (ctrl) && (random = [300, 400])
trigger1 = (P2bodydist X >= 90) && (prevstateno != 5120) && (p2movetype != H) 
value = 1300
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;garras giratoria Devil
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59) = 1) && (statetype = S) && (ctrl) && (random = [350, 450])
trigger1 = (P2bodydist X <= 100) && (prevstateno != 5120)
value = 1500
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;garras giratoria Medio 
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59) = 1) && (statetype = S) && (ctrl) && (random = [350, 450])
trigger1 = (P2bodydist X <= 100) && (prevstateno != 5120) 
value = 1520
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;garras giratoria Fuerte 
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59) = 1) && (statetype = S) && (ctrl) && (random = [350, 450])
trigger1 = (P2bodydist X <= 100) && (prevstateno != 5120)
value = 1540
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;Rodilla de veneno
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = p2stateno != 1120
triggerall = p2stateno != 3421
triggerall = stateno != [1600,1699]
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59) = 1) && (statetype = S) && (ctrl)
trigger1 = (p2bodydist X >= 95) && (random = [200,600])
value = 1100
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact


;garras ascendente Devil
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59) = 1) && (statetype = S) && (ctrl) && (random = [400, 450])
trigger1 = (P2bodydist X <= 110) && (prevstateno != 5120)
value = 1400
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact


;garras ascendente Medio 
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59) = 1) && (statetype = S) && (ctrl) && (random = [400, 450])
trigger1 = (P2bodydist X <= 180) && (prevstateno != 5120)
value = 1401
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;garras ascendente Fuerte 
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59) = 1) && (statetype = S) && (ctrl) && (random = [400, 450])
trigger1 = (P2bodydist X <= 230) && (prevstateno != 5120)
value = 1402
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;agarre Garras violentas cerca
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59) = 1) && (statetype = S) && (ctrl) && (random = [450, 550])
trigger1 = (P2bodydist X <= 90) && (prevstateno != 5120)
value = 1660
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;agarre Garras violentas lejos
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59) = 1) && (statetype = S) && (ctrl) && (random = [450, 550])
trigger1 = (P2bodydist X >= 90) && (prevstateno != 5120)
value = 1650
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;agarre Garras violentas lejos
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59) = 1) && (statetype = S) && (ctrl) && (random = [450, 550])
trigger1 = (P2bodydist X >= 90) && (prevstateno != 5120)
value = 1600
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;Garras violentas devil
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2stateno != 1120
triggerall = p2stateno != 3421
triggerall = p2stateno != [1025,1028]
triggerall = P2statetype != A
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59) = 1) && (statetype = S) && (ctrl) && (random = [500, 600])
trigger1 = (P2bodydist X <= 100) && (prevstateno != 5120)
value = 1000
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;Garras violentas media
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2stateno != 1120
triggerall = p2stateno != 3421
triggerall = p2stateno != [1025,1028]
triggerall = P2statetype != A
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59) = 1) && (statetype = S) && (ctrl) && (random = [500, 600])
trigger1 = (P2bodydist X <= 170) && (prevstateno != 5120)
value = 1001
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;Garras violentas fuerte
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2stateno != 1120
triggerall = p2stateno != 3421
triggerall = P2statetype != A
triggerall = p2stateno != [1025,1028]
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59) = 1) && (statetype = S) && (ctrl) && (random = [500, 600])
trigger1 = (P2bodydist X >= 170) && (prevstateno != 5120)
value = 1002
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;Combo garras devil
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59) = 1) && (statetype = S) && (ctrl) && (random = [550, 650])
trigger1 = (P2bodydist X <= 120) && (prevstateno != 5120)
value = 1760
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;Combo garras medio
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59) = 1) && (statetype = S) && (ctrl) && (random = [550, 650])
trigger1 = (P2bodydist X <= 130) && (prevstateno != 5120)
value = 1700
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;Combo garras fuerte
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59) = 1) && (statetype = S) && (ctrl) && (random = [550, 650])
trigger1 = (P2bodydist X >= 90) && (prevstateno != 5120)
value = 1731
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;Combo garras despues de efecto de veneno
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2stateno = 1120
triggerall = (var(59) = 1) && (statetype = S) && (ctrl) && (random <= 500)
trigger1 = (P2bodydist X > 130) && (prevstateno != 5120)
value = 1731

;Agarre 1
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59) = 1) && (statetype = S) && (ctrl) && (p2statetype = S)
trigger1 = (p2bodydist X <= 45) && (P2MoveType !=A) && (random = [500,700])
value = 800
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 220) && (MoveContact)

;Agarre 2
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = p2StateType != L && P2life > 0
triggerall = p2movetype != h
triggerall = (var(59) = 1) && (statetype = S) && (ctrl) && (p2statetype = S)
trigger1 = (p2bodydist X <= 45) && (P2MoveType !=A) && (random = [700,900])
value = 850
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 220) && (MoveContact)

;---------------------------------
;        Super Moves             -
;---------------------------------

;Septimo Sentido
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) = 1) && (statetype = S) && (ctrl) && (p2statetype != L)
trigger1 = (p2bodydist X >= 150) && (power >= 3000) && (random = [500,650])
value = 2000

;Ataque Traidor de cerca
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2stateno != 1120
triggerall = p2stateno != 3421
triggerall = statetype != A
triggerall = P2statetype != A && P2life > 0
triggerall = p2StateType != L && P2life > 0
triggerall = P2statetype != C && P2life > 0
triggerall = (var(59) = 1 ) && (statetype = S) && (ctrl)
trigger1 = (p2bodydist X <= 80) && (power >= 1000) && (random = [600,800])
value = 3000
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;garras de energia
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2stateno != 3421
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59) = 1 ) && (statetype = S) && (ctrl)
triggerall = (power >= 1000) && (power < 2000)
trigger1 = random = [500,700]
value = 3100
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;Agresión de Hydra lejos 
;Cometa Pegaso
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2stateno != 3421
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59)  = 1 ) && (statetype = S) && (ctrl)
trigger1 = (p2bodydist X > 100) && (power >= 3000) && (random = [650,900])
value = 3202
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;Agresión de Hydra cerca
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2stateno != 3421
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59)  = 1 ) && (statetype = S) && (ctrl) 
trigger1 = (p2bodydist X <= 100) && (P2MoveType !=A) && (power >= 3000) && (random = [650,900])
value = 3201
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact


;Agarre de la hydra
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2stateno != 3421
triggerall = p2stateno != [1025,1028]
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59)  = 1 ) && (statetype = S) && (ctrl)
trigger1 = (p2bodydist X >= 35) && (power >= 1000) && (random = [500,750])
value = 3300
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;Agarre de la hydra
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = stateno != [1600,1699]
triggerall = p2stateno != 3421
triggerall = p2stateno != [1025,1028]
triggerall = p2StateType != L && P2life > 0
triggerall = (power >= 1000) && (power < 2000)
triggerall = (var(59)  = 1) && (statetype = S) && (ctrl)
trigger1 = (p2bodydist X >= 35) && (random = [700,950])
value = 3500
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

;Garras de Veneno
[State -2]
type = changestate
Triggerall = (roundstate = 2) 
triggerall = stateno != [1600,1699]
triggerall = p2stateno != 1120
triggerall = p2stateno != 3421
triggerall = numhelper(3440) = 0
triggerall = p2StateType != L && P2life > 0
triggerall = (var(59)  = 1) && (statetype = S) && (ctrl)
trigger1 = (p2bodydist X >= 100) && (power >= 3000) && (random = [650,900])
value = 3400
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 260) && (MoveContact)
trigger5 = (stateno = 220) && (MoveContact)
trigger6 = (stateno = 230) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
trigger8 = (stateno = 270) && (MoveContact)
trigger9 = (stateno = 250) && (MoveContact)
trigger10 = hitdefattr = SC, NA, SA
trigger10 = movecontact

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

[Statedef -3]

;Efectos del cosmo

[State -3] 
type = REMOVEEXPLOD
triggeRALL=NUMEXPLOD (2) = 1
TRIGGER1=STATENO !=0
ID = 2

[State -3]
type = RemoveExplod
triggerall = NumExplod(2) = 1
trigger1 = anim = 5
ID = 2

[State -3] 
type = REMOVEEXPLOD
triggeRALL=NUMEXPLOD (2) = 1
TRIGGER1 = (STATENO = [5000,7000])
ID = 2


[State -3] 
type = REMOVEEXPLOD
triggeRALL=NUMEXPLOD (4) = 1
TRIGGER1=STATENO !=0
ID = 4

[State -3]
type = RemoveExplod
triggerall = NumExplod(4) = 1
trigger1 = anim = 5
ID = 4

[State -3] 
type = REMOVEEXPLOD
triggeRALL=NUMEXPLOD (4) = 1
TRIGGER1 = (STATENO = [5000,7000])
ID = 4

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

;Efectos Correr

[State -3, RUN_FWD]
type = Explod
triggerall = stateno = 100
trigger1 = AnimElem = 2
pos = 45,0
anim = 7006
ID = 17006
sprpriority = 5
supermove = 1
removeongethit = 1
ownpal = 1
bindtime = -1

[State -3, remove]
type = RemoveExplod
trigger1 = stateno != 100
ID = 17006

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

;Efecto de rebote contra la pared

[State -3] 
type           = Helper
triggerall     = Numhelper(100) = 0
trigger1       = P2StateNo = 5810 || P2StateNo = 1027
helpertype     = normal
name           = "hit"
ID             = 100
stateno        = 14360
pos            = -20,0
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.4
size.yscale    = 0.4
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State -3, para ichi] 
type           = Helper
triggerall     = Numhelper(100) = 0
trigger1       = P2StateNo = 3040
helpertype     = normal
name           = "hit"
ID             = 100
stateno        = 14360
pos            = 20,0
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.4
size.yscale    = 0.4
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

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

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

;Efectos de golpe

[State -3]
type = Explod
triggerall = stateno = 200
triggerall = NumExplod(7000) = 0
Trigger1 = Movehit = 1
anim = 7000
id = 7000
pos = 65,-87
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 1
bindtime = 1
supermove = 1
ignorehitpause = 1


[State -3]
type = Explod
triggerall = stateno = 210
triggerall = NumExplod(7001) = 0
Trigger1 = Movehit = 1
anim = 7001+(random%2)
id = 7001
pos = 80,-96
postype = P1
scale = 0.80,0.80
sprpriority = 1
ownpal = 1
bindtime = 1
supermove = 1
ignorehitpause = 1


[State -3]
type = Explod
triggerall = stateno = 220
triggerall = NumExplod(7003) = 0
Trigger1 = Movehit = 1
anim = 7003
id = 7003
pos = 70,-88
postype = P1
scale = 0.80,0.80
sprpriority = 1
ownpal = 1
bindtime = 1
supermove = 1
ignorehitpause = 1


[State -3]
type = Explod
triggerall = stateno = 260
triggerall = NumExplod(77003) = 0
Trigger1 = Movehit = 1
anim = 77003
id = 77003
pos = 75,-85
postype = P1
scale = 0.90,0.90
sprpriority = 1
ownpal = 1
bindtime = 1
supermove = 1
ignorehitpause = 1


[State -3]
type           = Helper
triggerall     = Numhelper(101) = 0
triggerall = stateno = 280
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 5,-30
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.1
size.yscale    = 0.1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State -3]
type = Explod
triggerall = stateno = 230
triggerall = NumExplod(7000) = 0
triggerall = time <= 19
Trigger1 = Movehit = 1
anim = 7000
id = 7000
pos = 45,-65
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 1
bindtime = 1
supermove = 1
ignorehitpause = 1

[State -3]
type = Explod
triggerall = stateno = 230
triggerall = NumExplod(7000) = 0
triggerall = time > 25
Trigger1 = Movehit = 1
anim = 7000
id = 7000
pos = 49,-93
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 1
bindtime = 1
supermove = 1
ignorehitpause = 1

[State -3]
type = Explod
triggerall = stateno = 240
triggerall = NumExplod(7001) = 0
Trigger1 = Movehit = 1
anim = 7001+(random%2)
id = 7001
pos = 95,-75
postype = P1
scale = 0.80,0.80
sprpriority = 1
ownpal = 1
bindtime = 1
supermove = 1
ignorehitpause = 1

[State -3]
type = Explod
triggerall = stateno = 270
triggerall = NumExplod(77003) = 0
Trigger1 = Movehit = 1
anim = 77003
id = 77003
pos = 88,-90
postype = P1
scale = 0.90,0.90
sprpriority = 1
ownpal = 1
bindtime = 1
supermove = 1
ignorehitpause = 1


[State -3]
type = Explod
triggerall = stateno = 250
triggerall = NumExplod(77003) = 0
Trigger1 = Movehit = 1
anim = 77003
id = 77003
pos = 115,-90
postype = P1
scale = 1,1
sprpriority = 1
ownpal = 1
bindtime = 1
supermove = 1
ignorehitpause = 1

[State -3]
type = Explod
triggerall = stateno = 290
triggerall = NumExplod(79003) = 0
Trigger1 = Movehit = 1 
anim = 7003
id = 79003
pos = 115,-90
postype = P1
scale = 0.80,0.80
sprpriority = 1
ownpal = 1
bindtime = 1
supermove = 1
ignorehitpause = 1

[State -3, b21] 
type = RemoveExplod
trigger1 = p2stateno = [1025,1028]
id = 79003


[State -3]
type = Explod
triggerall = stateno = 400
triggerall = NumExplod(7000) = 0
Trigger1 = Movehit = 1
anim = 7000
id = 7000
pos = 65,-60
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 1
bindtime = 1
supermove = 1
ignorehitpause = 1


[State -3]
type           = Helper
triggerall     = Numhelper(102) = 0
triggerall = stateno = 410
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 102
stateno        = 14660
pos            = 61,47
postype        = p1
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.1
size.yscale    = 0.1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State -3]
type           = Helper
triggerall     = Numhelper(101) = 0
triggerall = stateno = 420
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 78,10
postype        = p1
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.1
size.yscale    = 0.1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State -3]
type           = Helper
triggerall     = Numhelper(100) = 0
triggerall = stateno = 460
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 100
stateno        = 14460
pos            = 13,-28
postype        = p2
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.1
size.yscale    = 0.1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0


[State -3]
type = Explod
triggerall = stateno = 430
triggerall = NumExplod(7000) = 0
Trigger1 = Movehit = 1
anim = 7000
id = 7000
pos = 75,-25
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 1
bindtime = 1
supermove = 1
ignorehitpause = 1

[State -3]
type = Explod
triggerall = stateno = 440
triggerall = NumExplod(7001) = 0
Trigger1 = Movehit = 1
anim = 7001+(random%2)
id = 7001
pos = 90,-55
postype = P1
scale = 0.80,0.80
sprpriority = 1
ownpal = 1
bindtime = 1
supermove = 1
ignorehitpause = 1

[State -3]
type = Explod
triggerall = stateno = 450
triggerall = NumExplod(7003) = 0
Trigger1 = Movehit = 1
anim = 7003
id = 7003
pos = 80,-70
postype = P1
scale = 0.75,0.75
sprpriority = 1
ownpal = 1
bindtime = 1
supermove = 1
ignorehitpause = 1

[State -3]
type = Explod
triggerall = stateno = 600
triggerall = NumExplod(7000) = 0
Trigger1 = Movehit = 1
anim = 7000
id = 7000
pos = 47,-20
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 1
bindtime = 1
supermove = 1
ignorehitpause = 1

[State -3]
type           = Helper
triggerall     = Numhelper(102) = 0
triggerall = stateno = 610
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 102
stateno        = 14660
pos            = 71,-17
postype        = p1
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.1
size.yscale    = 0.1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State -3]
type           = Helper
triggerall     = Numhelper(101) = 0
triggerall = stateno = 620
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 101
stateno        = 14560
pos            = 72,10
postype        = p1
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.1
size.yscale    = 0.1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State -3]
type = Explod
triggerall = stateno = 630
triggerall = NumExplod(7000) = 0
Trigger1 = Movehit = 1
anim = 7000
id = 7000
pos = 70,-25
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 1
bindtime = 1
supermove = 1
ignorehitpause = 1

[State -3]
type = Explod
triggerall = stateno = 640
triggerall = NumExplod(7001) = 0
Trigger1 = Movehit = 1
anim = 7001+(random%2)
id = 7001
pos = 80,-55
postype = P1
scale = 0.80,0.80
sprpriority = 1
ownpal = 1
bindtime = 1
supermove = 1
ignorehitpause = 1

[State -3]
type = Explod
triggerall = stateno = 650
triggerall = NumExplod(7003) = 0
Trigger1 = Movehit = 1
anim = 7003
id = 7003
pos = 60,-77
postype = P1
scale = 0.75,0.75
sprpriority = 1
ownpal = 1
bindtime = 1
supermove = 1
ignorehitpause = 1

[State -3]
type           = Helper
triggerall     = Numhelper(102) = 0
triggerall = stateno = 660
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 102
stateno        = 14660
pos            = 71,-17
postype        = p1
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.1
size.yscale    = 0.1
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0

[State -3]
type = Explod
triggerall = stateno = 670
triggerall = NumExplod(7003) = 0
Trigger1 = Movehit = 1
anim = 7003
id = 7003
pos = 60,-77
postype = P1
scale = 0.75,0.75
sprpriority = 1
ownpal = 1
bindtime = 1
supermove = 1
ignorehitpause = 1

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

;sonidos intros

[State 3505, vento]
type = stopsnd
trigger1 = stateno != 191
channel = 1

[State 3505, vento]
type = stopsnd
trigger1 = stateno != 191
channel = 2

[State 3505, vento]
type = stopsnd
trigger1 = stateno != 192
channel = 3

[State 3505, vento]
type = stopsnd
trigger1 = stateno != 192
channel = 4

[State 3505, vento]
type = stopsnd
trigger1 = stateno != 193
channel = 5

[State 3505, vento]
type = stopsnd
trigger1 = stateno != 193
channel = 6

[State 3505, vento]
type = stopsnd
trigger1 = stateno != 196
channel = 8

[State 3505, vento]
type = stopsnd
trigger1 = stateno != 195
channel = 10
;--------------------------------------------------

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

[State -3, b21]  
type = removeexplod
trigger1 = STATENO != [1700,1799]
ID = 1301
;-------------------------------

[State -3, b21]  
type = removeexplod
trigger1 = STATENO != 3203
ID = 15056
;-------------------------------

[State -3, b21]  
type = removeexplod
trigger1 = STATENO != [3200,3299]
ID = 15613

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

[State -3, b21]  
type = removeexplod
trigger1 = STATENO != [3200,3299]
ID = 15057
;-------------------------------

[State -3, b21]  
type = removeexplod
trigger1 = STATENO != 1731
ID = 15031
;-------------------------------

[State -3, b21]  
type = removeexplod
trigger1 = STATENO != [3300,3399]
ID = 33033
;-------------------------------

[State -3, b21]  
type = removeexplod
trigger1 = STATENO != [3400,3499]
ID = 15614

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

[State -3, b21]  
type = removeexplod
trigger1 = STATENO != [3500,3599]
ID = 33133
;-------------------------------

[State -3, b21]  
type = removeexplod
trigger1 = STATENO != [1500,1599]
ID = 1500
;-------------------------------

[State -3, b21]  
type = removeexplod
trigger1 = STATENO != [1500,1599]
ID = 1520
;-------------------------------

[State -3, b21]  
type = removeexplod
trigger1 = STATENO != [1500,1599]
ID = 1540
;-------------------------------