;--------------------------------------------------------------------------
;                     Shaka De
;                      Virgo
;--------------------------------------------------------------------------
[Data]
life = 2000
attack = 150        
defence = 140
power=7000        
fall.defence_up = 65 
liedown.time = 55    
airjuggle = 15       
sparkno = 1        
guard.sparkno = 40 
KO.echo = 0          
volume = 255

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 9     ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles

[Velocity]
walk.fwd=2.6
walk.back=-2.5
run.fwd=6,0
run.back=0,0
runjump.back=0,0
runjump.fwd=7,0
jump.neu=0,-8.6
jump.back=-2.8,0
jump.fwd=3.7,0
airjump.neu=0,-12
airjump.back=-5,-12
airjump.fwd=5,-12

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 60  ;Minimum distance from ground before you can air jump (opt)
yaccel = 0.35         ;Vertical acceleration
stand.friction = 0.8  ;Friction coefficient when standing
crouch.friction = 0.8 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; Scatto indietro
[Statedef 105]
type    = A
physics = A
ctrl = 1
anim = 105

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106



[Statedef 106]
type = A
movetype = I
physics = N
anim = 106
velset = -6,-4.5




[State 106 , 1]
type = VelAdd
trigger1 = Time > 0
y = .7




[State 106 , 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52

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

;flash
[State 2000]
type = Explod
trigger1 = Time = 0
anim = 9999
sprpriority = 0
postype = p1
pos = -20,0
bindtime = 1
supermove = 1
ownpal = 1


;winpose general controller
[Statedef 180]
type = S
velset = 0

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,99

[State 180 , 7]
type = ChangeState
trigger1 = Var(2) = [0,39]
value = 181

[State 180 , 8]
type = ChangeState
trigger1 = Var(2) = [40,79]
value = 182

[State 180 , 9]
type = ChangeState
trigger1 = Var(2) = [80,99]
value = 183

;---------------------------------------------------------------------------
; WIN1
[Statedef 181]
type = S
velset = 0
anim =1916

[State 182, 2]
type = PlaySnd
trigger1 = Animelem = 1
value = 650,3

 [State 180,1]
type = Explod
trigger1 = AnimElem = 1
ID = 1916
anim = 181
pos = 0,0
postype = right
sprpriority = 0
supermove = 1
removetime = 220
ignorehitpause = 1
bindtime = -1
persistent = 0



[State 180, 1]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = RoundNotOver

;---------------------------------------------------------------------------
; Win2
[Statedef 182]
type = S
ctrl = 0
anim = 3722
velset = 0,0,0

[State 182, 1]
type = AssertSpecial
trigger1 = Time = [0, 0]
flag = roundnotover

[State 182, 1]
type = AssertSpecial
trigger1 = Time = [0,220]
flag = RoundNotOver

[State 182, roshi]
type = Explod
triggerall = NumExplod(3705) = 0
trigger1 = statetype != A
trigger1 = time = 5
anim = 3550
pos = -10,-40
postype = p1
removetime = 220
supermove = 1
sprpriority = -4
supermove = 0
ignorehitpause = 1
bindtime = 150
ownpal = 1

[State 182, 2]
type = PlaySnd
trigger1 = Animelem = 5
value = 650,1

[State 182, 2]
type = PlaySnd
trigger1 = Animelem = 1
value = 6,0

;---------------------------------------------------------------------------
; Win3
[Statedef 183]
type = S
velset = 0
anim =14

[State 182, 2]
type = PlaySnd
trigger1 = Animelem = 1
value = 650,2

 [State 180,1]
type = Explod
trigger1 =animelem =5
ID = 183
anim =13
pos =0
postype = back
sprpriority = 0
supermove = 1
scale =1,1
removetime =180
ignorehitpause = 1
ownpal = 1
removeongethit =1
bindtime = -1
persistent = 0



[State 180, 1]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = RoundNotOver
;---------------------------------------------------------------------------

;intro general controller
[Statedef 191]
type = S
velset = 0

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,99

[State 180 , 7]
type = ChangeState
trigger1 = Var(2) = [0,39]
value = 196

[State 180 , 8]
type = ChangeState
trigger1 = Var(2) = [40,79]
value = 197

[State 180 , 9]
type = ChangeState
trigger1 = Var(2) = [80,99]
value = 197
;----------------------------------

;intro 1
[Statedef 197]
type = S
ctrl = 0
anim = 1376
velset = 0,0,0

[State 190, 0]
type = AssertSpecial
trigger1 = Time = [0,100]
flag = Intro

[State 0, 3.3]
type = Explod
triggerall = NumExplod(1991) = 0
trigger1 = Time = 0
anim = 1991
id = 1991
pos = 0
scale =1
postype = p1
sprpriority = -1
ONTOp=1
removetime = -1
bindtime = -1
ownpal = 1
supermove = 1
removeongethit = 1


[State 190 , 1]
type = PlaySnd
trigger1 = time = 0
value = 650,2


[State 190 , 2]
type = PlaySnd
trigger1 = time = 9
trigger2 = time = 10
trigger3 = time = 11
value = 49,19


[State 190, 4]
type = ChangeState
trigger1 = ANIMTIME =0
value = 1992
ctrl = 0


[Statedef 1992]
type = S
ctrl = 0
anim = 1377
velset = 0,0,0

[State 192, 0]
type = AssertSpecial
trigger1 = Time = [0,150]
flag = Intro





[State 2000, palfx]
type = PalFX
trigger1 = time = [50,75]
time = 150
add = 45,45,45
sinadd = 40,40,40,3



[State 2000, palfx]
type = PalFX
trigger1 = time = [75,100]
time = 150
add = 85,85,85
sinadd = 40,40,40,3

[State 2000, palfx]
type = PalFX
trigger1 = time = [100,125]
time = 150
add = 120,120,120
sinadd = 40,40,40,3

[State 2000, palfx]
type = PalFX
trigger1 = time = [125,150]
time = 150
add = 150,150,150
sinadd = 40,40,40,3

[State 192, 4]
type = ChangeState
trigger1 = time =150
value = 193
ctrl = 0



[Statedef 193]
type = S
ctrl = 0
anim = 1376
velset = 0,0,0


[State 192,env ]
type = EnvColor
trigger1 =time=0
value = 255,255,255
under=0
time =5

[State 194, 0]
type = AssertSpecial
trigger1 = Time = [0,110]
flag = Intro


[State 190 , 1]
type = PlaySnd
trigger1 = time = 12
trigger2 = time = 13
trigger3 = time = 15
value = 49,19


[State 192, 4]
type = Explod
triggerall = NumExplod(1992) = 0
trigger1 = Time = 0
anim = 1992
id = 1992
pos = 0
scale =1
postype = p1
sprpriority = -1
ONTOp=0
removetime = 140
bindtime = -1
ownpal = 1
supermove = 1
removeongethit = 1

[State 192, 4]
type = changestate
trigger1 = TIME =110
value =194
ctrl=0




[Statedef 194]
type = S
ctrl = 0
anim = 1990
velset = 0,0,0

[State 190 , 1]
type = PlaySnd
trigger1 = time = 15
value = 1,4

[State 190 , 1]
type = PlaySnd
trigger1 = time = 26
trigger2 = time = 28
trigger3 = time = 30
value = 7,3


[State 194, 0]
type = AssertSpecial
trigger1 = Time = [0,110]
flag = Intro



;cosmo time 0
[State 0, 3.3]
type = Explod
triggerall = NumExplod(193) = 0
trigger1 = Time = 0
anim = 19293
id = 193
pos = 0
scale =1
postype = p1
sprpriority = -1
ONTOp=0
removetime = 120
bindtime = -1
ownpal = 1
supermove = 1
removeongethit = 1

[State 192, 4]
type = changestate
trigger1 = TIME =110
value =195
ctrl=0



[Statedef 195]
type = S
ctrl = 0
anim = 19900
velset = 0,0,0

[State 196 , 2]
type = PlaySnd
trigger1 = time = 0
value = 99881, 12

[State 196 , 2]
type = PlaySnd
trigger1 = time = 10
value = 99881,11

[State 194, 0]
type = AssertSpecial
trigger1 = Time = [0,168]
flag = Intro
[State 192, 4]
type = changestate
trigger1 = TIME =168
value =1996
ctrl=0


[Statedef 1996]
type = S
ctrl = 0
anim = 0
velset = 0,0,0



[State 192, 4]
type = changestate
trigger1 = animtime=0
value =0
ctrl=0
[State 192,env ]
type = EnvColor
trigger1 =time=0
value = 255,255,255
under=0
time =5

[State 192,env ]
type = removeexplod
trigger1 =time=0
id=1991



[State 192, 4]
type = null
trigger1 = animtime=0
value =0
ctrl=0

;-------------------------
;INTRO Shaka Hades
[Statedef 196]
type = S
ctrl = 0
anim = 191
velset = 0,0,0

[State 191, 0]
type = AssertSpecial
trigger1 = Time = [0,550]
flag = Intro


[State 191, 1]
type = PlaySnd
trigger1 = time = 0
value = 9980,0

[State 191, 1]
type = PlaySnd
trigger1 = time = 50
value = 9980,1

[State 191, 1]
type = PlaySnd
trigger1 = time = 52
value = 99881,5

[State 191, 1]
type = PlaySnd
trigger1 = time = 125
value = 9980,2

[State 191, 1]
type = PlaySnd
trigger1 = time = 127
value = 99881,5

[State 191, 1]
type = PlaySnd
trigger1 = time = 175
value = 9980,4

[State 191, 1]
type = PlaySnd
trigger1 = time = 177
value = 99881,5

[State 191, 1]
type = PlaySnd
trigger1 = time = 250
value = 9980,5

[State 191, 1]
type = PlaySnd
trigger1 = time = 300
value = 9980,6

[State 191, 1]
type = PlaySnd
trigger1 = time = 315
value = 99881,5

[State 191, 1]
type = PlaySnd
trigger1 = time = 330
value = 99881,5


 [State 191,1]
type = Explod
trigger1 = AnimElem = 1
ID = 192
anim =9
pos =0
postype =back
sprpriority = -3
supermove = 1
removetime = 545
ignorehitpause = 1
ownpal = 1
removeongethit =1
bindtime = -1
persistent = 0

 [State 191,1]
type = Explod
trigger1 = time =160
ID = 192
anim =192
pos =0
postype = p1
sprpriority = -1
supermove = 1
ignorehitpause = 1
ownpal = 1
removeongethit =1
bindtime = -1
persistent = 0


 [State 191,1]
type = Explod
trigger1 = time =160
ID = 193
anim =193
pos =0
postype = p1
sprpriority = -1
supermove = 1
ignorehitpause = 1
ownpal = 1
removeongethit =1
bindtime = -1
persistent = 0




[State 191, 4]
type = ChangeState
trigger1 = Time =526
value = 192
ctrl = 0



[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 192
ctrl = 0

[Statedef 192]
type = S
ctrl = 0
anim = 194
velset = 0,0,0



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

;_-------------------------------------------
;-----------------------------------------------
;DA SCOOLLARE(RIMUOVERE IL VEKKIO STATO)
;-----------------------------------------------
;Provoking
[Statedef 199]
type = S
movetype = I
physics = S
anim = 3712
velset = 0
ctrl = 0

[State 199 , 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200,2

[State 199 , 3]
type = ChangeState
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "z"
trigger7 = command = "holdfwd"
trigger8 = command = "holdback"
trigger9 = command = "holdup"
trigger10 = command = "holddown"
value = 0
ctrl = 1



;-----------------------------------------------
;DA SCOOLLARE(RIMUOVERE IL VEKKIO STATO)
;-----------------------------------------------


;---------------------------------------------------------------------------
; Rozan shoryu ha(colpo del drago nascente
[Statedef 200]
number = 6
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = -1000
ctrl = 0
anim = 1001
velset = 0

[State 200, light]
type = Explod
trigger1 = AnimElem = 5
ID = 3706
anim = 3706
pos = 150,35
postype = p1
sprpriority = 2
supermove = 0
ignorehitpause = 1
ownpal = 1
bindtime = 1
persistent = 0

[State 200, super]
type = BGPalfx
trigger1 = Time = 0
ignorehitpause = 1
time = 200
mul = 192,255,192
add = 5,5,5
invertall = 0

[State 200, cosmo]
type = Explod
trigger1 = time = 0
ID = 3691
anim = 3691
pos = 0,0
postype = p1
sprpriority = -2
supermove = 0
ignorehitpause = 1
ownpal = 1
bindtime = 1
persistent = 0

;cosmo remove
[State 200,2]
type = RemoveExplod
trigger1 = StateNo != 200
ID = 3691

[State 200, 0]
type = NotHitBy
trigger1 = 1
type = NotHitBy
value = , NA, AP

dragon
[State 200, 0.1]
type = helper
trigger1 = AnimElem = 8
trigger1 = numhelper(4320) = 0
id = 4320
name = "dragon"
postype = p1
pos = 130,0
stateno = 4320
helpertype = normal
keyctrl = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0;4
value = 1325, 0

[State 200, 2]
type = PlaySnd
trigger1 = Time = 4
value = 1, 0

[State 200, yaahaa]
type = PlaySnd
trigger1 = AnimElem = 8 
value = 0, 0


[State 200, 3]
type =HitDef
trigger1 = AnimElem = 8               ;Time to activate controller
priority = 7
attr = S, NA                    ;Attribute: Standing, Normal Attack
damage    = 200, 100                   ;danno che infligge, danno se parato
guardflag = -1                  ;Flags on how move is to be guarded against
;hitflag = MAF                    ;Flags of conditions that move can hit
priority = 7                     ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 10,20                ;Time attacker pauses, time opponent shakes
;numhits = 1                   ;numero di hit con il colpo
sparkno = 72                   ;Spark image group and no
sparkxy = -30,-90                  ;X-offset for the "hit spark" rel. to p2,
animtype  = Hard                 ;Y-offset for the spark rel. to p1
hitsound = 5,4                  ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
numhits = 1  
;down.bounce = 1             
; mindist  = 0,0,0                 ;Min distance of p2 from p1 when hit
; maxdist  = 0,0,0                 ;Max distance of p2 from p1 when hit
ground.type = hight                ;Type (refer to testp.h)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 4;15             ;Time victim is in hit state
ground.velocity = -2, -15        ;Velocity at which victim is pushed
animtype = hard                  ;type of animation p2(cla)
guard.slidetime = 5    ;          ;Values for guarded attack (def: ground.slidetime)
guard.hittime  = 15    ;          ; (def: ground.hittime)
guard.velocity = -4    ;          ; (def: ground.velocity)
guard.ctrltime = 7    ;           ;Time to regain control after guard (def: guard.slidetime)
airguard.velocity = -2.6      ;   ;Guard velocity in air (def: (air.xvel*2, air.yvel/2))
airguard.ctrltime = 7        ;    ;Time to regain control after air guard (def: ground.ctrltime)
air.type = High                  ;Type (refer to testp.h)
air.velocity = 0,0           ;X-velocity at which victim is pushed,
animtype = up
fall = 1         
envshake.time =  10 
envshake.freq = 10   
envshake.ampl = 10  
envshake.phase = 10
fall.damage = 100

;palfx.time = 50    ;abilitano la colorazione dell'avversario
;palfx.mul = 240,220,128
;palfx.sinadd = 32,128,220,16
;palfx.add = 190,180,84

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

[State 200, 5]
type = LifeAdd  ;con questo comand0 si sceglie se togliere(-) o aggiungere(+) 
trigger1 = AnimElem = 5
value = -10         
;-------------------------------
;[State 200, 5];questo e' per aggiungere un'animazione da lancio tipo le fireball
;type = Projectile
;trigger1 = AnimElem = 4, = 1
;attr = S, SP
;projanim = 100          ;numero dell'animazione
;projhitanim = 630       ;animazione di quando il colpo va a segno
;projshadow = 68,68,68
;offset = 12,0    
;velocity = 1
;damage = 80,5
;animtype = Hard
;guardflag = MA
;pausetime = 0,12
;sparkno = -1
;guard.sparkno = -1
;hitsound   = S240,0
;guardsound = S1000,2
;ground.type = High
;ground.slidetime = 14
;ground.hittime  = 16
;ground.velocity = -8
;air.velocity = 1,1


;------------------afterimage
[State 200, 6]
type = AfterImage
trigger1 = time = 4
time = 20
FrameGap = 2
length = 10
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1
;-------------------afterimage
[State 200, 7] ;Flash
type = EnvColor
Trigger1 = Time = 30
value = 240,240,240
under = 1
time = 3

;altri stati:-))

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

;---------------------------------------------------------------------------
;Calcio medio
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
velset = 3,0,0
anim = 210

[State 210, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 5

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

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage   = 52, 15
animtype = Hard
guardflag = MA
pausetime = 7,7
sparkxy =  0,-84
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 23
ground.velocity = -7.5
air.type = Low
air.velocity = -3.1,-3.3
airguard.velocity = -3.5  

[State 210, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1  
;-------------------------------------------
;Calcio hard
[Statedef 215]
type = S
movetype = A
physics = S
anim = 215
juggle = 3
velset = 0
ctrl = 0

[State 215 , 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,5

[State 215 , 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 0,5

[State 215 , 3]
type = HitDef
trigger1 = AnimElem = 5
priority = 5
attr = S, NA
damage = 60,6
animtype = hard
guardflag = HA
sparkno = S3724
sparkxy =  0,20
hitsound = S2,1
guardsound = S9,0
pausetime = 12,12
ground.hittime = 19
ground.type = hight
ground.slidetime = 19
ground.velocity = -5
air.velocity = -.5,-3

[State 215 , 3]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
damage = 60,6
getpower = 120
givepower = 60
animtype = hard
guardflag = HA
sparkno = S3724
sparkxy =  0,20
hitsound = S2,1
guardsound = S9,0
pausetime = 12,12
ground.hittime = 19
ground.type = hight
ground.slidetime = 19
ground.velocity = -10
air.velocity = -5,-3
fall = 1


[State 215 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------
;Pugno hard
[Statedef 220]
type = S
movetype = A
physics = S
anim = 233
juggle = 3
velset = 0
ctrl = 0

[State 215 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,5

[State 230 , 2]
type = HitDef
trigger1 = time =0
priority = 5
attr = S, NA
damage = 120,10
getpower = 50
givepower = 30
animtype = hard
guardflag = HA
sparkxy = 0,20
sparkno =S3724
hitsound = S2,3
guardsound = S9,0
pausetime = 10,15
ground.hittime = 30
ground.type = hight
ground.slidetime = 10
ground.velocity = -7,0
air.velocity = -70,0


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

;---------------------------------------------------------------------------
;Calcio semplice
[Statedef 260]
type = S
movetype = A
physics = S
anim = 260
juggle = 3
velset = 0
ctrl = 0

[State 260, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,5

[State 215 , 1]
type = HitDef
trigger1 = time =0
priority = 5
attr = S, NA
damage = 50,10
getpower = 50
givepower = 30
animtype = hard
guardflag = HA
sparkxy = -10,-35
hitsound = S2,3
guardsound = S9,0
pausetime = 10,15
ground.hittime = 30
ground.type = hight
ground.slidetime = -4
ground.velocity = -20
air.velocity = -4,-9


[State 215 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;STAND_C
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
anim = 220
velset = 0,0,0

[State 220, 1]
type = PlaySnd
trigger1 = Time = 5
value = 8,1

[State 220, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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


;---------------------------------------------------------------------------
;Pugno medio
[Statedef 230]
type = S
movetype = A
physics = S
anim = 200
juggle = 0
velset = 0
ctrl = 0

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

[State 230, 1]
type = PlaySnd
trigger1 = Time = 4
value = 0,2

[State 202 , 2]
type = HitDef
trigger1 = time =0
priority = 5
attr = S, NA
damage = 80,10
getpower = 50
givepower = 30
animtype = hard
guardflag = HA
sparkxy = -10,-84
hitsound = S2,1
guardsound = S9,0
pausetime = 10,15
ground.hittime = 30
ground.type = hight
ground.slidetime = 10
ground.velocity = -7,0
air.velocity = -3,0

[State 202 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Calcio medio
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 240

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,5

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

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 4
priority = 4
attr = S, NA
damage    = 75,7
getpower = 75
givepower = 35
animtype  = Hard
guardflag = MA
pausetime = 7,12
sparkxy =  -10,-35
hitsound   = S2,3
guardsound = S9,00
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -6.5
air.type = Low
air.velocity = -3.4,-3.5
airguard.velocity = -4     
;air.fall = 1

[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Calcio alto
[Statedef 244]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 244

[State 244, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,5

[State 244, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 244, 2]
type = HitDef
trigger1 = AnimElem = 5
priority = 4
attr = S, NA
damage    = 70,7
getpower = 70
givepower = 35
animtype  = Hard
guardflag = MA
pausetime = 7,12
sparkxy =  -10,-75
hitsound   = S2,2
guardsound = S9,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -4,0
air.type = Low
air.velocity = -3.4,-3.5
airguard.velocity = -4     
;air.fall = 1

[State 244, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Pugno semplice
[Statedef 290]
type = S
movetype = A
physics = S
juggle = 4
anim = 290
velset = 0,0,0
ctrl = 0 

[State 215 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,5

[State 290, 0]
type = PlaySnd
trigger1 = AnimElem = 4
value = 220,2

[State 290, 0.1]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = random < 250
value = 1100,1

[State 290, 1]
type = HitDef
trigger1 = AnimElem = 4
priority = 3
attr = S, NA
damage = 40,4
getpower = 40
givepower = 20
animtype = light
guardflag = MA
sparkxy = -10,-90
hitsound = S22,0
guardsound = S9,0
guard.hittime = 20
guard.velocity = -20
pausetime = 8,12
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
;ground.velocity = -10,-0
;kill = 0  

[State 290, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 
;---------------------------------  

;Air kick hard super charge
[Statedef 630]
type = A
movetype = A
physics = A
anim = 630
juggle = 1
ctrl = 0

;afterimage
[State 630, afterI]
type = AfterImage
trigger1 = time = 2
time = 50;20
palcolor = 1
PalBright   =  -80, -80, -80
PalContrast =  0, 150, 130
PalAdd      = -10,-10,-10
PalMul      = .95,.95,.95
palinvertall = 1
timegap = 1
framegap = 1
trans = add


[State 630, 0]
type = SuperPause
trigger1 = Time = 0
trigger1 = AnimElem = 1
time = 13
anim = -1
movetime = 5

[State 630 , 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1500,1

[State 630 , vel]
type = VelSet
trigger1 = AnimElem = 3
x = 20
y = 20

[State 630 , 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 220,2

[State 630 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 200,3

[State 630 , 3]
type = HitDef
trigger1 = AnimElem = 3
priority = 6
attr = A, HA
damage = 160,16
getpower = 160
givepower = 35
animtype = hard
guardflag = HA
sparkxy = -10,-50
hitsound = S2,4
guardsound = S9,0
pausetime = 12,12
ground.hittime = 13
ground.type = high
ground.slidetime = 9
ground.velocity = -10;-25
air.velocity = -3,-3
fall = 1

[State 630, yaahaa]
type = PlaySnd
trigger1 = AnimElem = 1 
value = 17, 0

[State 630 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;------------------------------------------------------------
;Ginocchiata
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 8
ctrl = 0
anim = 250
velset = 0

[State 250, 1]
type = PlaySnd
trigger1 = Time = 4
value = 0,2

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

[State 250, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 50, 3
priority = 3
guardflag = MA
pausetime = 12,15
sparkxy =  0,20
sparkno =S3724
hitsound   = S2,4
guardsound = S9,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 8
ground.velocity = -8
air.velocity = -2,-3
airguard.velocity = -3    
fall = 1 

[State 250, 3]
type = CtrlSet
trigger1 = AnimTime = -1
value = 1

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

;-------------------------------------------
;---------------------------------------------------------------------------
; CROUCH_A
[Statedef 400]
type = C
movetype = A
physics = C
anim = 415
poweradd = 10
juggle = 2
velset = 0
ctrl = 0

[State 430, 1]
type = PlaySnd
trigger1 = Time = 0
value = 99881,6

[State 410, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1,0

[State 401 , 2]
type = PROJECTILE
trigger1 = ANIMELEM=4
OFFSET=0
PROJANIM=406
projpriority = -1
attr = S, sp
damage =30
projhits=3
getpower = 30
givepower = 50
animtype = hard
guardflag = HA
sparkxy = 45,-104
sparkno =-1
projremovetime=30
hitsound = S2,6
guardsound = S9,0
pausetime = 10,15
ground.hittime = 19
ground.type = hight
ground.slidetime = 19
ground.velocity = -10
air.velocity = -4,-3


[State 405 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_B
[Statedef 410]
type = C
movetype = A
physics = C
anim = 410
poweradd = 10
juggle = 2
velset = 0
ctrl = 0

[State 410, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,4


[State 410 , 2]
type = HitDef
trigger1 = time =0
priority = 5
attr = S, NA
damage =40,10
getpower = 30
givepower = 50
animtype = hard
guardflag = HA
sparkxy = 45,-104
sparkno =-1
hitsound = S2,2
guardsound = S2,3
pausetime = 10,15
ground.hittime = 19
ground.type = hight
ground.slidetime = 19
ground.velocity = -10
air.velocity = -4,-3


[State 410 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_X
[Statedef 430]
type = C
movetype = A
physics = C
anim = 403
poweradd = 10
juggle = 2
velset = 0
ctrl = 0

[State 430, 1]
type = PlaySnd
trigger1 = Time = 0
value = 99881,7

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

[State 430 , 2]
type = PROJECTILE
trigger1 = ANIMELEM=3
OFFSET=-11,8
PROJANIM=407
priority = 5
attr = S, NA
damage =50
getpower = 30
givepower = 50
animtype = hard
guardflag = HA
sparkxy = 88,45
sparkno =s3813
projremovetime=24
hitsound = S6,3
guardsound = S9,0
pausetime = 10,15
ground.hittime = 19
ground.type = hight
ground.slidetime = 19
ground.velocity = -10
air.velocity = -4,-3


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

;---------------------------------------------------------------------------
; Calcio basso
[Statedef 440]
type = C
movetype = A
physics = C
anim = 440
poweradd = 10
juggle = 2
velset = 0
ctrl = 0

[State 440, 1]
type = PlaySnd
trigger1 = Time = 1
value = 99881,0

[State 440, 1]
type = Explod
trigger1 = animelem=2
anim = 401
pos =0
postype = p1
sprpriority = 0
supermove = 0
ontop =1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


[State 440 , 2]
type = HitDef
trigger1 = time =0
priority = 5
attr = S, NA
damage =120,10
getpower = 30
givepower = 50
animtype = hard
guardflag = HA
sparkxy = 45,-104
sparkno =-1
hitsound = S6,3
guardsound = S9,0
pausetime = 10,15
ground.hittime = 19
ground.type = hight
ground.slidetime = 19
ground.velocity = -10
air.velocity = -4,-3


[State 440 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[Statedef 409]
type = C
movetype = A
physics = C
anim = 4010
sprpriority =10
poweradd = 10
juggle = 2
velset = 0
ctrl = 0

[State 440, 1]
type = PlaySnd
trigger1 = Time = 1
value = 99881,2

[State 401 , 2]
type = PROJECTILE
trigger1 = ANIMELEM=1
OFFSET=0
PROJHITANIM=-1
PROJANIM=409
projpriority = -1
attr = S, sp
damage =30
projhits=2
getpower = 30
givepower = 50
animtype = hard
guardflag = HA
sparkxy = 45,-104
sparkno =-1
projremovetime=30
hitsound = S6,3
guardsound = S9,0
pausetime = 10,15
ground.hittime = 19
ground.type = hight
ground.slidetime = 19
ground.velocity = -10
air.velocity = -4,-3


[State 405 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[Statedef 408]
type = C
movetype = A
physics = C
anim = 4010
poweradd = 10
sprpriority = -1
juggle = 2
velset = 0
ctrl = 0

[State 440, 1]
type = PlaySnd
trigger1 = Time = 1
value = 99881,1

[State 401 , 2]
type = PROJECTILE
trigger1 = ANIMELEM=1
OFFSET=11,-10
PROJANIM=408
projpriority = -1
attr = S, sp
damage =35
projhits=4
getpower = 30
givepower = 50
animtype = hard
guardflag = HA
sparkxy = 45,-104
sparkno =-1
projremovetime=30
hitsound = S2,6
guardsound = S9,0
pausetime = 10,15
ground.hittime = 19
FALL=1
ground.type = hight
ground.slidetime = 19
ground.velocity = -10
air.velocity = -4,-3


[State 405 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_A
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 15
ctrl = 0
anim = 600

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

[State 600, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 27, 6
guardflag = HA
priority = 3
pausetime = 11,11
sparkxy =  -5,-60
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3     

[State 600, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

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

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

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

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

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

[State 52, 5]
type = PlaySnd
trigger1 = Time = 1
value = 52,0





;----------------------
;Pugno in volo
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 2
ctrl = 0
anim = 605

[State 610, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,4

[State 605, 2]
type = HitDef
trigger1 = AnimElem = 2
priority = 5
attr = A, NA
damage   = 70,7
getpower = 70
givepower = 35
guardflag = HA
priority = 3
pausetime = 11,11
sparkxy =  -5,-60
hitsound   = S2,1
guardsound = S9,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3     

[State 605, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Calcio volante 
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 610

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

[State 610, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,4

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 2
priority = 4
attr = A, NA
damage    = 70,7
getpower = 70
givepower = 35
getpower  = 40
givepower = 40
guardflag = HA
priority = 3
pausetime = 15,20
sparkxy = -10,-55
sparkno = 1
hitsound   = S2,0
guardsound = S9,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -6.5     
air.type = Low
air.velocity = -6.5,-3.5
guard.velocity = -7
airguard.velocity = -2.5    
fall = 1

[State 610, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_B (moving)
[Statedef 615]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 615

[State 615, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 615, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage    = 32,5
guardflag = HA
pausetime = 8,8
sparkxy = 0,-65
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0  
guard.velocity = -4.5
air.type = High
air.velocity = 0,12
air.juggle = 2
guard.velocity = -7
fall = 1
fall.damage = 21
fall.xvelocity = 0
fall.yvelocity = 0

[State 615, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Calcio volante diagonale
[Statedef 630]
type = A
movetype = A
physics = A
anim = 630
juggle = 1
ctrl = 0

;afterimage
[State 630, afterI]
type = AfterImage
trigger1 = time = 2
palcolor = 1
PalBright   =  -80, -80, -80
PalContrast =  0, 150, 130
PalAdd      = -10,-10,-10
PalMul      = .95,.95,.95
palinvertall = 1
timegap = 1
framegap = 1
trans = add

[State 630, 0]
type = SuperPause
trigger1 = Time = 0
trigger1 = AnimElem = 1
time = 34
anim = -1
movetime = 5

[State 630 , 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1500,1

[State 630 , vel]
type = VelSet
trigger1 = AnimElem = 3
x = 20
y = 20

[State 630 , 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 220,2

[State 630 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 200,3

[State 630 , 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
damage = 80, 20
animtype = hard
guardflag = HA
sparkxy = -10,-50
hitsound = S1250,1
guardsound = S9,1
pausetime = 12,12
ground.hittime = 13
ground.type = high
ground.slidetime = 9
ground.velocity = -10;-25
air.velocity = -3,-3
fall = 1

[State 630, yaahaa]
type = PlaySnd
trigger1 = AnimElem = 1 
value = 1500, 0

[State 630 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;------------------------------------------------------------
;JUMP_Y
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 640

[State 640, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 640, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,5

[State 640, 2]
type = HitDef
trigger1 = Time = 0
priority = 5
attr = A, NA
animtype  = Med
damage    = 110,11
getpower = 110
givepower = 55
guardflag = HA
pausetime = 12,11
sparkxy = -15,-35
hitsound   = S2,2
guardsound = S9,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = High
air.velocity = -3.5,-4.8
guard.velocity = -8

[State 640, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_Z
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 5
poweradd= 50
ctrl = 0
anim = 650

[State 650, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 650, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 35,5
guardflag = HA
pausetime = 8,8
sparkxy = 0,-65
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0  
guard.velocity = -4.5
air.type = High
air.velocity = -5,0
guard.velocity = -9
airguard.velocity = -4.5    
fall = 1
fall.damage = 31
fall.xvelocity = 0
fall.yvelocity = 0

[State 650, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;1_PUNCH_X
[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 5
poweradd= 110
velset = 0,0
ctrl = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,3

[State 1000, 2]
type = PosAdd
Trigger1 = Time = 3
x = 12

[State 1000, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 14, 4
getpower  = 30
givepower = 10
guardflag = MA
pausetime = 9,12
sparkxy = -9,-85
sparkno = 1
hitsound   = 5,2
guardsound = 6,0
ground.type        = HITG_UP
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = -9
guard.velocity = -7
air.velocity = -3.5,-5
airguard.velocity = -4   
fall = 1

[State 1000, 4]
type = PosAdd
Trigger1 = AnimTime = 10
x = -12

[State 1000, 5]
type = VelSet
trigger1 = Time = 4
x = 7

[State 1000, 6]
type = VelSet
trigger1 = Time = 20
x = 0

[State 1000, 7]
type = VelMul
trigger1 = Time >= 0
x = 0.85

[State 1000, 8]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 1000, 10]
type = MakeDust
trigger1 = AnimElem = 3, >= 2
trigger1 = AnimElem = 6, < 0
trigger1 = Vel X > 1
pos = -15,0
;pos2 = 25,0
spacing = 3

;---------------------------------------------------------------------------
;2_PUNCH_X
[Statedef 1001]
type    = S
movetype= A
physics = N
juggle  = 5
poweradd= 110
velset = 0,0
ctrl = 0
anim = 1005

[State 1001, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,4

[State 1001, 2]
type = PosAdd
Trigger1 = Time = 3
x = 12

[State 1001, 3]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage    = 13, 3
getpower  = 30
givepower = 20
guardflag = MA
animtype  = Back
pausetime = 20,20
sparkxy = -15,-75
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -2.5     
air.type = Low
air.velocity = -2.5,-5.5
guard.velocity = -9
airguard.velocity = -4.5    
fall = 1

[State 1001, 4]
type = PosAdd
Trigger1 = AnimTime = 10
x = -12

[State 1001, 5]
type = VelSet
trigger1 = Time = 4
x = 7

[State 1001, 6]
type = VelSet
trigger1 = Time = 10
x = 0

[State 1001, 7]
type = VelMul
trigger1 = Time >= 0
x = 0.85

[State 1001, 8]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1001, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 1001, 10]
type = MakeDust
trigger1 = AnimElem = 3, >= 2
trigger1 = AnimElem = 6, < 0
trigger1 = Vel X > 1
pos = -15,0
;pos2 = 25,0
spacing = 3

;---------------------------------------------------------------------------
;3_PUNCH_X
[Statedef 1002]
type    = S
movetype= A
physics = N
juggle  = 5
poweradd= 40
ctrl = 0
anim = 1010
velset = 0,0,0

[State 1002, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2, 5

[State 1002, 2]
type = PosAdd
Trigger1 = AnimTime = 3
x = 13

[State 1002, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 20,3
guardflag = HA
pausetime = 8,8
sparkxy = 0,-65
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0  
guard.velocity = -4.5
air.type = High
air.velocity = 0,12
air.juggle = 2
guard.velocity = -7
fall = 1
fall.damage = 21
fall.xvelocity = 0
fall.yvelocity = 0

[State 1002, 4]
type = PosAdd
Trigger1 = AnimTime = 10
x = -13

[State 1002, 5]
type = VelSet
trigger1 = Time = 4
x = 7

[State 1002, 6]
type = VelSet
trigger1 = Time = 20
x = 0

[State 1002, 7]
type = VelMul
trigger1 = Time >= 0
x = 1

[State 1002, 8]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1002, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 1002, 10]
type = MakeDust
trigger1 = AnimElem = 3, >= 2
trigger1 = AnimElem = 6, < 0
trigger1 = Vel X > 1
pos = -15,0
;pos2 = 25,0
spacing = 3

;---------------------------------------------------------------------------
;1_PUNCH_Y
[Statedef 1005]
type    = S
movetype= A
physics = N
juggle  = 5
poweradd= 110
velset = 0,0
ctrl = 0
anim = 1000

[State 1005, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,3

[State 1005, 2]
type = PosAdd
Trigger1 = Time = 3
x = 12

[State 1005, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 24,5
getpower  = 30
givepower = 10
guardflag = MA
pausetime = 9,12
sparkxy = -9,-85
sparkno = 1
hitsound   = 5,3
guardsound = 6,0
ground.type        = HITG_UP
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = -9
guard.velocity = -7
air.velocity = -3.5,-5
airguard.velocity = -4   
fall = 1

[State 1005, 4]
type = PosAdd
Trigger1 = AnimTime = 10
x = -12

[State 1005, 5]
type = VelSet
trigger1 = Time = 4
x = 7

[State 1005, 6]
type = VelSet
trigger1 = Time = 20
x = 0

[State 1005, 7]
type = VelMul
trigger1 = Time >= 0
x = 0.85

[State 1005, 8]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1005, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 1005, 10]
type = MakeDust
trigger1 = AnimElem = 3, >= 2
trigger1 = AnimElem = 6, < 0
trigger1 = Vel X > 1
pos = -15,0
;pos2 = 25,0
spacing = 3

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

[State 100, 1]
type=VelSet
trigger1=1
x=6;const(velocity.run.fwd.x)

[State 100, 2]
type=AssertSpecial
trigger1=1
flag=NoWalk

[State 100, 3]
type=PlaySnd
trigger1=Command = "holdfwd"
trigger2=Time = 0
trigger3=AnimElem = 4
trigger4=AnimElem = 7
value=100,1
channel=0
;loop=1

[State 100, 4]
type=StopSnd
trigger1=command != "holdfwd"
channel=0

[State 100, 5]
type=ChangeState
trigger1=command != "holdfwd"
value=0

[State 100, 6]
type=AfterImage
trigger1=time = 4
time = 30
length = 20
palcolor = 1
PalBright   =  -80, -80, -80
PalContrast =  0, 150, 130
PalAdd      = -10,-10,-10
PalMul      = .95,.95,.95
palinvertall = 1
timegap = 1
framegap = 1
trans = add


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

;2_PUNCH_Y
[Statedef 1006]
type    = S
movetype= A
physics = N
juggle  = 5
poweradd= 110
velset = 0,0
ctrl = 0
anim = 1005

[State 1006, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,4

[State 1006, 2]
type = PosAdd
Trigger1 = Time = 3
x = 12

[State 1006, 3]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage    = 23, 4
getpower  = 30
givepower = 20
guardflag = MA
animtype  = Back
pausetime = 20,20
sparkxy = -15,-75
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -2.5     
air.type = Low
air.velocity = -2.5,-5.5
guard.velocity = -9
airguard.velocity = -4.5    
fall = 1

[State 1006, 4]
type = PosAdd
Trigger1 = AnimTime = 10
x = -12

[State 1006, 5]
type = VelSet
trigger1 = Time = 4
x = 7

[State 1006, 6]
type = VelSet
trigger1 = Time = 10
x = 0

[State 1006, 7]
type = VelMul
trigger1 = Time >= 0
x = 0.85

[State 1006, 8]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1006, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 1006, 10]
type = MakeDust
trigger1 = AnimElem = 3, >= 2
trigger1 = AnimElem = 6, < 0
trigger1 = Vel X > 1
pos = -15,0
;pos2 = 25,0
spacing = 3

;---------------------------------------------------------------------------
;3_PUNCH_Y
[Statedef 1007]
type    = S
movetype= A
physics = N
juggle  = 5
poweradd= 40
ctrl = 0
anim = 1010
velset = 0,0,0

[State 1007, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2, 5

[State 1007, 2]
type = PosAdd
Trigger1 = AnimTime = 3
x = 13

[State 1007, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 15,4
guardflag = HA
pausetime = 8,8
sparkxy = 0,-65
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0  
guard.velocity = -4.5
air.type = High
air.velocity = 0,12
air.juggle = 2
guard.velocity = -7
fall = 1
fall.damage = 21
fall.xvelocity = 0
fall.yvelocity = 0

[State 1007, 4]
type = PosAdd
Trigger1 = AnimTime = 10
x = -13

[State 1007, 5]
type = VelSet
trigger1 = Time = 4
x = 7

[State 1007, 6]
type = VelSet
trigger1 = Time = 20
x = 0

[State 1007, 7]
type = VelMul
trigger1 = Time >= 0
x = 1

[State 1007, 8]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1007, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 1007, 10]
type = MakeDust
trigger1 = AnimElem = 3, >= 2
trigger1 = AnimElem = 6, < 0
trigger1 = Vel X > 1
pos = -15,0
;pos2 = 25,0
spacing = 3

;---------------------------------------------------------------------------
;FIRE_X
[Statedef 1015]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1020

[State 1015, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,0

[State 1015, 2]
type = Projectile
trigger1 = AnimElem = 4, -1
projanim = 1025
projhitanim = 1027
offset = 0, 0
velocity = 2.90
; HitDef part of projectile info
attr = S, SP
damage   = 36,4
animtype = Medium
guardflag = MA
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1015, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;FIRE_Y
[Statedef 1020]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1020

[State 1020, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = Vel X > 0
x = 0

[State 1020, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,0

[State 1020, 2]
type = Projectile
trigger1 = AnimElem = 4, -1
projanim = 1025
projhitanim = 1027
offset = 0, 0
velocity = 3.9
; HitDef part of projectile info
attr = S, SP
damage   = 36,4
animtype = Medium
guardflag = MA
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1020, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Somersault_A (on the ground)
[Statedef 1030]
number = 5
type    = S
movetype= A
physics = N
juggle  = 1
poweradd=300
velset = 0
ctrl = 0
anim = 1030

[State 1030, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,1

[State 1030, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
;animtype = Back
damage    = 30, 4
priority  = 5
hitflag   = M
guardflag = M
pausetime = 8,8
sparkxy = -5,-50
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5   
air.velocity = -1.2,-6
forcestand = 1
fall.animtype = Hard
fall = 1

[State 1030, 3]
type = ChangeState
trigger1 = AnimElem = 2
value = 1031

;---------------------------------------------------------------------------
;UPPERCUT_X2 (going up)
[Statedef 1031]
number = 8
type   = A
movetype = A
velset = 1.8,-8

[State 1031, 1]
type = VelMul
trigger1 = Time >= 0
x = .99

[State 1031, 2] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .5

[State 1031, 3]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
;animtype = Back
damage    = 12, 2
priority  = 5
hitflag   = M
guardflag = M
pausetime = 8,8
sparkxy = -5,-50
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5   
air.velocity = -1.2,-6
forcestand = 1
fall.animtype = Hard
fall = 1

[State 1031, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage    = 20, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-70
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2   ;-7
air.velocity = -2,-6
fall = 1

[State 1031, 5]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage    = 12, 2
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-70
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2   ;-7
air.velocity = -2,-6
fall = 1

[State 1031, 5]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 25, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-70
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2   ;-7
air.velocity = -2,-6
fall = 1

[State 1031, 6]
trigger1 = AnimTime = 0
type = ChangeAnim
value = 1036

[State 1031, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 1032

;---------------------------------------------------------------------------
;UPPERCUT_X3 (land on ground)
[Statedef 1032]
type    = S
movetype= A
physics = S
anim = 47
velset = 0,0

[State 1032, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1032, 2]
type = ChangeState
trigger1 = Time = 5
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;UPPERCUT_Y (on the ground)
[Statedef 1035]
number = 5
type    = S
movetype= A
physics = N
juggle  = 1
poweradd=140
velset = 0
ctrl = 0
anim = 1035

[State 1035, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,1

[State 1036, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
;animtype = Back
damage    = 15, 3
priority  = 5
hitflag   = M
guardflag = M
pausetime = 8,8
sparkxy = -5,-50
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5   
air.velocity = -1.2,-6
forcestand = 1
fall.animtype = Hard
fall = 1

[State 1035, 3]
type = ChangeState
trigger1 = AnimElem = 2
value = 1036

;---------------------------------------------------------------------------
;UPPERCUT_Y2 (going up)
[Statedef 1036]
number = 8
type   = A
movetype = A
velset = 1.8,-8

[State 1036, 1]
type = VelMul
trigger1 = Time >= 0
x = .99

[State 1036, 2] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .4

[State 1036, 3]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
;animtype = Back
damage    = 20, 5
priority  = 5
hitflag   = M
guardflag = M
pausetime = 8,8
sparkxy = -5,-50
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5   
air.velocity = -1.2,-6
forcestand = 1
fall.animtype = Hard
fall = 1

[State 1036, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage    = 20, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-70
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2   ;-7
air.velocity = -2,-6
fall = 1

[State 1036, 5]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage    = 25, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-70
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2   ;-7
air.velocity = -2,-6
fall = 1

[State 1036, 5]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 25, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-70
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2   ;-7
air.velocity = -2,-6
fall = 1

[State 1036, 6]
trigger1 = AnimTime = 0
type = ChangeAnim
value = 1036

[State 1036, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 1037

;---------------------------------------------------------------------------
;UPPERCUT_Y3 (land on ground)
[Statedef 1037]
type    = S
movetype= A
physics = S
anim = 47
velset = 0,0

[State 1037, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1037, 2]
type = ChangeState
trigger1 = Time = 5
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;SCORCH_a
[Statedef 1040]
type    = S
movetype= A
physics = N
juggle  = 5
poweradd= 110
velset = 0,0
ctrl = 0
anim = 1040

[State 1040, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 1040, 2]
type = PosAdd
Trigger1 = Time = 3
x = 12

[State 1045, 3]
type = HitDef
trigger1 = Animelem = 7
attr = S, NA
damage    = 60, 15
getpower  = 30
givepower = 10
guardflag = MA
pausetime = 9,12
sparkxy = -9,-85
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = -1
guard.velocity = -7
air.velocity = -3.5,-5

[State 1045, 4]
type = HitDef
trigger1 = Animelem = 8
attr = S, NA
damage    = 30, 10
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 9,12
sparkxy = -9,-85
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = -1
guard.velocity = -7
air.velocity = -3.5,-5

[State 1040, 5]
type = PosAdd
Trigger1 = AnimElem = 8
x = -12

[State 1040, 6]
type = VelSet
trigger1 = Time = 4
x = 7

[State 1040, 7]
type = VelSet
trigger1 = Time = 20
x = 0

[State 1040, 8]
type = VelMul
trigger1 = Time >= 0
x = 1

[State 1040, 9]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1040, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;SCORCH_B
[Statedef 1045]
type    = S
movetype= A
physics = N
juggle  = 5
poweradd= 110
velset = 0,0
ctrl = 0
anim = 1040

[State 1045, 1]
type = PlaySnd
trigger1 = Time = 3
value = 0,2

[State 1045, 2]
type = PosAdd
Trigger1 = Time = 1
x = 12

[State 1045, 3]
type = HitDef
trigger1 = Animelem = 7
attr = S, NA
damage    = 75, 20
getpower  = 30
givepower = 10
guardflag = MA
pausetime = 9,12
sparkxy = -9,-85
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = -1
guard.velocity = -7
air.velocity = -3.5,-5

[State 1045, 4]
type = HitDef
trigger1 = Animelem = 8
attr = S, NA
damage    = 37, 15
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 9,12
sparkxy = -9,-85
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = -1
guard.velocity = -7
air.velocity = -3.5,-5

[State 1045, 5]
type = PosAdd
Trigger1 = AnimElem = 8
x = -12

[State 1045, 6]
type = VelSet
trigger1 = Time = 4
x = 7

[State 1045, 7]
type = VelSet
trigger1 = Time = 20
x = 0

[State 1045, 8]
type = VelMul
trigger1 = Time >= 0
x = 1.04

[State 1045, 9]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1045, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; DMMOVE_2_ATTEMPT
[Statedef 1210]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0
anim = 1210

[State 1210, 2]
type = PlaySnd
trigger1 = Time = 1
value = 3,0

[State 1210, 3]
type = PosAdd
Trigger1 = Time = 3
x = -12

[State 1210, 4]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
getpower  = 50
givepower = 40
hitflag = M-
priority = 1, Miss
snap = 20, 0, 0, 1 ; Bind target for 1 frame
sparkno = -1
p2facing = 1
p1stateno = 1200
p2stateno = 1205
p2getp1state = 1
hitsound = 6,0
fall = 1

[State 1210, 5]
type = PosAdd
Trigger1 = AnimElem = 8
x = -12

[State 1210, 6]
type = VelSet
trigger1 = Time = 4
x = 7

[State 1210, 7]
type = VelSet
trigger1 = Time = 20
x = 0

[State 1210, 8]
type = VelMul
trigger1 = Time >= 0
x = 1

[State 1210, 9]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1210, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 1210, 11]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; THROW1_SUCCESS
[Statedef 1200]
type    = S
movetype= A
physics = N
anim = 1200

[State 1200, 1]
type = Width
Trigger1 = Time >= 0
Trigger1 = AnimElem = 2, < 0
edge = 40

[State 1200, 1]
type = Width
Trigger1 = AnimElem = 4, >= 0
Trigger1 = AnimElem = 5, < 0
edge = 0,50

[State 1200, 2]
type = PlaySnd
Trigger1 = AnimElem = 2
value = 3,1

[State 1200, 3]
type = Turn
Trigger1 = AnimElem = 6

[State 1200, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; THROWN by THROW1
[Statedef 910]
type    = A
movetype= H ;Get hit
physics = N
ctrl = 0
velset = 0,0

[State 910, 0]
type = HitBy
Trigger1 = Time >= 0
value = SCA
time = 1

[State 910, 0]
type = HitFallSet
Trigger1 = Time = 0
value = 1

[State 910, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 910

[State 910, 3]
type = PosAdd
Trigger1 = AnimElem = 3
x = -10
y = -25

[State 910, 5]
type = PosAdd
Trigger1 = AnimElem = 4
x = 45
y = -15

[State 910, 6]
type = PosAdd
Trigger1 = AnimElem = 5
x = 25

[State 910, 7]
type = LifeAdd
Trigger1 = AnimElem = 5
value = -75

[State 910, 8]
type = ChangeState
Trigger1 = AnimElem = 5
value = 911

;---------------------------------------------------------------------------
; THROWN by THROW1 (going through air)
[Statedef 911]
type    = A
movetype= H ;Get hit
physics = N
velset = 2.5,-7.5

[State 911, 3]
type = PosAdd
Trigger1 = AnimElem = 6
x = 15

[State 911, 4] ;Acceleration
type = VelAdd
Trigger1 = Time >= 0
y = .35

[State 911, 5] ;If yvelocity > 0
type = ChangeState
Trigger1 = Vel Y > 0
trigger1 = Pos Y > 5
value = 912

[State 911, 6] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 911, 7] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > -1
triggerall = Vel Y < 40 ;4
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

;---------------------------------------------------------------------------
; THROWN THROW1 -- Hit ground
[Statedef 912]
type    = L
movetype= H
physics = N

[State 912, 0]
type = ChangeAnim
Trigger1 = Time = 0
value = 5100

[State 912, 1]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 912, 2]
type = VelSet
Trigger1 = Time = 0
y = 0

[State 912, 3] ;Friction
type = VelMul
Trigger1 = Time = [0,2]
x = 0.85

[State 912, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 912, 4]
type = PowerAdd
Trigger1 = Time = 0
value = 70

[State 912, 5]
type = PlaySnd
Trigger1 = Time = 0
value = F7, 0

[State 912, 6]
type = GameMakeAnim
trigger1 = Time = 0
value = 15
pos = 0, 0
under = 1

[State 912, 6]
type = SelfState
Trigger1 = Time = 3
value = 5101


;---------------------------------------------------------------------------
; THROW2_ATTEMPT
[Statedef 920]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0
anim = 920
juggle = 0

[State 920, 1]
type = PlaySnd
trigger1 = Time = 1
value = 3,0

[State 920, 2]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
getpower  = 50
givepower = 40
hitflag = M-
priority = 1, Miss
snap = 26, 0, 0, 1 ; Bind target for 1 frame
sparkno = -1
p2facing = -1
p1stateno = 925
p2stateno = 930
p2getp1state = 1
hitsound = 6,0
fall = 1

[State 920, 3] ;Holding fwd
type = HitDef
Trigger1 = Time = 0
Trigger1 = Command = "holdfwd"
attr = S, NT
getpower  = 50
givepower = 40
hitflag = M-
priority = 1, Miss
snap = 26, 0, 0, 1 ; Bind target for 1 frame
sparkno = -1
p1facing = -1
p2facing = -1
p1stateno = 925
p2stateno = 930
p2getp1state = 1
hitsound = 6,0
fall = 1

[State 920, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; THROW2_SUCCESS
[Statedef 925]
type    = S
movetype= A
physics = N
anim = 925

[State 925, 1]
type = Width
Trigger1 = AnimElem = 1, >= 0
Trigger1 = AnimElem = 3, < 0
edge = 0,20

[State 925, 1]
type = Width
Trigger1 = AnimElem = 3, >= 0
Trigger1 = AnimElem = 4, < 0
edge = 0,60

[State 925, 1]
type = Width
Trigger1 = AnimElem = 4, >= 0
Trigger1 = AnimElem = 5, < 0
edge = 0,110

[State 925, 2]
type = PlaySnd
Trigger1 = AnimElem = 2
value = 3,1

[State 925, 3]
type = TargetBind
Trigger1 = Time >= 0
Trigger1 = AnimElem = 2, < 0
pos = 26,0
time = 1

[State 925, 3]
type = TargetBind
Trigger1 = AnimElem = 2, >= 0
Trigger1 = AnimElem = 3, < 0
pos = 26,-30
time = 1

[State 925, 4]
type = TargetBind
Trigger1 = AnimElem = 3, >= 0
Trigger1 = AnimElem = 4, < 0
pos = -37,-30
time = 1

[State 925, 5]
type = TargetBind
Trigger1 = AnimElem = 4
Trigger1 = AnimElem = 5, < 0
pos = -110,0
time = 1

[State 925, 6] ;Damage target
type = TargetLifeAdd
Trigger1 = AnimElem = 4
value = -75

[State 925, 7] ;Shake
type = EnvShake
Trigger1 = AnimElem = 4
time = 30

[State 925, 8] ;Hit ground sound
type = PlaySnd
Trigger1 = AnimElem = 4
value = F7,0

[State 925, 9] ;Ground shockwave
type = GameMakeAnim
trigger1 = AnimElem = 4
value = 15
pos = -110, 0
under = 1

[State 925, 11]
type = Turn
Trigger1 = AnimTime = 0

[State 925, 10]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Thrown by Throw2
[Statedef 930]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State 930, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 930

[State 930, 2]
type = ScreenBound
Trigger1 = Time >= 0
value = 0

[State 930, 3] ;Bounce into air
type = ChangeState
Trigger1 = AnimElem = 5
value = 931

;---------------------------------------------------------------------------
; Thrown by Throw2 (Bounce into air)
[Statedef 931]
type    = L
movetype= H
physics = N
velset = -2,-6.3

[State 931, 1] ;Acceleration
type = VelAdd
trigger1 = Time >= 0
y = .4

[State 931, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 931, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = SelfState
value = 5110

; [Statedef -2]

; Play sound when hit
;[State -2, 1]
;type = PlaySnd
;triggerall = Time = 1
;trigger1 = stateno = 5001
;value = 2,0

; Play sound when hit
;[State -2, 1]
;type = PlaySnd
;triggerall = Time = 1
;trigger1 = stateno = 5002
;trigger2 = stateno = 5030
;value = 2,1

; ------stati automatici
[Statedef -2]

[State -2 , 1]
type = PlaySnd
trigger1 = stateno = 40
trigger1 = Time = 15
value = 0,4

[State -2 , 2]
type = PlaySnd
trigger1 = stateno = 52
trigger1 = Time = 1
value = 1,3

[State -2 , 3]
type = PlaySnd
triggerall = life = 0
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5000
trigger2 = anim = 5001
trigger3 = anim = 5010
trigger4 = anim = 5011
value = 11,0

[State -2 , 4]
type = PlaySnd
triggerall = random < 250
triggerall = time = 1
triggerall = stateno = 5010
trigger1 = anim = 5020
trigger2 = anim = 5021
value = 5000,0

[State -2 , 5]
type = PlaySnd
triggerall = random < 250
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5002
trigger2 = anim = 5012
value = 5000,1

[State -2 , 6]
type = PlaySnd
trigger1 = random < 250
trigger1 = time = 1
trigger1 = stateno = 5010
trigger1 = anim = 5022
value = 5000,1
value = 3460,0

[State -2 , 7]
type = PlaySnd
trigger1 = random < 250
trigger1 = time = 1
trigger1 = stateno = 5100
trigger1 = Alive = 1
value = 5100,0

[State -2 , 8]
type = PlaySnd
trigger1 = stateno = 5000
trigger1 = anim = 5002
trigger1 = time = 0
value = 10,0

[State -2 , 8]
type = PlaySnd
trigger1 = stateno = 100
trigger1 = AnimElem = 6, = 3
value = 13,1

[State -2 , 9]
type = PlaySnd
trigger1 = stateno = 100
trigger1 = AnimElem = 4, = -1
value = 13,0

[State -2 , 10]
type = VarSet
trigger1 = stateno = 0
v = 1
value = 0

[State -2 , 8]
type = PlaySnd
trigger1 = stateno = 20
trigger1 = AnimElem = 4;, = 3
value = 13,1

[State -2 , 9]
type = PlaySnd
trigger1 = stateno = 20
trigger1 = AnimElem = 2
value = 13,0

[State -2 , 8]
type = PlaySnd
trigger1 = stateno = 21
trigger1 = AnimElem = 4
value = 13,1

[State -2 , 9]
type = PlaySnd
trigger1 = stateno = 21
trigger1 = AnimElem = 2
value = 13,0

;---------------------------------------------------------------------------
;DMMOVE1
[Statedef 1100]
type    = S
movetype= A
physics = S
poweradd= -1000 ;Level 1
ctrl = 0
anim = 1100

[State 1100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = Vel X > 0
x = 0

[State 1100, 1]
type = PlaySnd
trigger1 = Time = 1
value = 4,0

[State 1100, 2]
type = Projectile
trigger1 = AnimElem = 10, 3
projanim = 1102
projhitanim = 1105
offset = 0, 0
velocity = 3.9
; HitDef part of projectile info
attr = S, SP
damage   = 100,20
animtype = Hard
guardflag = MA
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0   
air.type = Low
air.velocity = 0,-5
guard.velocity = -9
airguard.velocity = 0    
fall = 1

[State 1100, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;DMMOVE1
[Statedef 1120]
number = 12
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= -3000 ;Level 3
ctrl = 0
velset = 0,0,0
anim = 1100

[State 1120, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = Vel X > 0
x = 0

[State 1120, 1]
type = PlaySnd
trigger1 = Time = 5
value = 4,0

[State 1120, 3]
type = HitDef
trigger1 = AnimElem = 10
attr = A, HA
damage   = 35, 9
animtype = Hard
attr = A, HA
getpower  = 0
guardflag = MA
pausetime = 1,0
sparkxy = 0,-75
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0   
air.type = Low
air.velocity = 0,-5
guard.velocity = -9
airguard.velocity = 0    
fall = 1

[State 1120, 4]
type = Projectile
trigger1 = AnimElem = 10, 1 ;One frame later
projanim = 1102
projhitanim = 1105
offset = 0, 0
velocity = 3.9
; HitDef part of projectile info
attr = S, HP
damage    = 100, 25
getpower  = 0
guardflag = MA
pausetime = 0,15
;sparkno = 1
sparkxy = 10, 0
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0   
air.type = Low
air.velocity = 0,-5
guard.velocity = -9
airguard.velocity = 0    
fall = 1

[State 1120, 5]
type = Projectile
trigger1 = Time = 60
projanim = 1107
projhitanim = 1105
offset = 0, 0
velocity = 3.0
; HitDef part of projectile info
attr = S, HP
damage    = 115, 30
getpower  = 0
guardflag = MA
pausetime = 0,15
;sparkno = 1
sparkxy = 10, 0
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0   
air.type = Low
air.velocity = 0,-7
guard.velocity = -11
airguard.velocity = 0    
fall = 1

[State 1120, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Air launch
[Statedef 2295]
type = A
movetype = H
physics = N

[State 2295 , 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = -5
z = 0

[State 2295 , 2]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 2295

[State 2295 , 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 2296

[Statedef 2296]
type = A
movetype = H
physics = N
velset = -1.7,-11

[State 2296 , 1]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 2296 , 2]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


[Statedef 1222]





;-------------------prova
[State -2 , 8]
type = PlaySnd
trigger1 = stateno = 100
trigger1 = AnimElem = 6, = 3
value = 100,0

[State -2 , 9]
type = PlaySnd
trigger1 = stateno = 100
trigger1 = AnimElem = 4, -1
value = 100,1



;----------------------------------------
;dragon state helper
[Statedef 4320]
type    = A
movetype= A
physics = S
juggle  = 1
poweradd = 10
ctrl = 0
anim = 4320
velset = 0

[State 4320, 0]
type = VelSet
trigger1 = AnimElem = 7
y = -10

[State 4320, 0]
type = HitDef
trigger1 = AnimElem = 1
priority = 7
attr = S, NA
givepower = 100
damage   = 40, 10
animtype = up
guardflag = -1
p2stateno = 3691
pausetime = 0,5
ground.type = hight                
ground.slidetime = 0             
ground.hittime  = 4             
ground.velocity = 0,-15
sparkno = S3724
sparkxy =  0,0
hitsound   = 5,3
guardsound = 6,0
air.type = Low
air.velocity = 0,-20
airguard.velocity = -3.5 
fall = 1 
fallrecover = 0
envshake.time =  20
envshake.freq = 99   
envshake.ampl = 10  
envshake.phase = 99

[State 4320, 1]
type = HitDef
trigger1 = AnimElem = 3
priority = 7
attr = S, NA
givepower = 100
damage   = 40, 10
animtype = up
guardflag = MA
pausetime = 0,5
ground.type = hight                
ground.slidetime = 0             
ground.hittime  = 4             
ground.velocity = 0,-15
sparkno = S3724
sparkxy =  0,0
hitsound   = 5,3
guardsound = 6,0
air.type = Low
air.velocity = 0,-20
airguard.velocity = -3.5 
fall = 1 
fallrecover = 0


[State 4320, 2]
type = HitDef
trigger1 = AnimElem = 5
priority = 7
attr = S, NA
givepower = 100
damage   = 40, 10
animtype = up
guardflag = MA
pausetime = 0,5
ground.type = hight                
ground.slidetime = 0             
ground.hittime  = 4             
ground.velocity = 0,-15
sparkno = S3724
sparkxy =  0,0
hitsound   = 5,3
guardsound = 6,0
air.type = Low
air.velocity = 0,-20
airguard.velocity = -3.5 
fall = 1 
fallrecover = 0

[State 4320, 3]
type = HitDef
trigger1 = AnimElem = 7
priority = 7
attr = S, NA
givepower = 100
damage   = 50, 12
animtype = up
guardflag = MA
pausetime = 0,1
ground.type = hight                
ground.slidetime = 0             
ground.hittime  = 4             
ground.velocity = 0,-15
sparkno = S3724
sparkxy =  0,0
hitsound   = 5,3
guardsound = 6,0
air.type = Low
air.velocity = -1,-24
airguard.velocity = -3.5 
fall = 1 
fallrecover = 1

[State 4320, byebye]
type = DestroySelf
trigger1 = Time = 130
;------------------------
;super guard
;prova superguard
[Statedef 3675]
type    = S
physics = S

[State 3675, 1]
type = ChangeAnim
trigger1 = Anim != 3675
value = 3675


;-------------------------------------------
;reversal attack
[Statedef 1400]
type = S
physics = S
anim = 3675
juggle = 5
velset = 0
ctrl = 0

[State 1400 , 4]
type = ReversalDef
trigger1 = time = 0
reversal.attr = SCA, NA, SA, HA
p1stateno = 1401
hitsound = S2,6
pausetime = 40,50
sparkxy = 10,-60

[State 1400 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------
;new state of reversal attack
;reversal attack
[Statedef 1401]
type = S
movetype = A
physics = S
anim = 1401
poweradd = -1500
juggle = 5
velset = 0
ctrl = 0

[State 1401 , 1]
type = PlaySnd
trigger1 = time = 0
value = 10,1

[State 1401, light]
type = Explod
trigger1 = MoveContact = 1
ID = 3678
anim = 3678
pos = 0,5
postype = p1
sprpriority = 4
supermove = 1
removetime = 70
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 1401, polvere]
type = MakeDust
trigger1 = time = 0
pos = -15,3
pos2 = -22,-3
spacing = 2

[State 1401 , 2]
type = VelAdd
trigger1 = time = 0
x = -7;11

[State 1401 , 2]
type = VelMul
trigger1 = AnimElem = 1
x = 2.5

[State 1401 , 6]
type = ChangeState
triggerall = MoveContact = 1
trigger1 = Life <= 300
;trigger1 = random > 250
value = 2160
ctrl = 0

[State 1401 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------end reversal

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

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

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------
;                                   ALL SELFSTATE
;---------------------------------------------------------------------------
[Statedef -3]

;-------------------------------------
[State -3,remove]
type = TargetLifeAdd
trigger1 = stateno = 4320
trigger1 = life <= 100
trigger1 = MoveContact = 1
value = -100
;-------------------------------------
[State -3,remove]
type = RemoveExplod
triggerall = NumExplod(2) = 1
trigger1 = stateno != 0
ID = 2
;-----------------------------------------
[State -3,remove]
type = RemoveExplod
triggerall = NumExplod(2) = 1
trigger1 = anim = 5
ID = 2

;---------------------------------------------
;freccia indicativa p2
[State -3, target sign]
type = Explod
triggerall = NumExplod(3718) = 0
trigger1 = P2Dist y > 300
anim = 3718
id = 3718
pos = 0,-30
postype = p2
sprpriority = 4
supermove = 1
ignorehitpause = 1
ontop = 1
ownpal = 1
bindtime = -1
persistent = 1
facing = -1
;--------------------------------
;freccia indicativa p2
[State -3,remove]
type = RemoveExplod
trigger1 = P2Dist y < 300
ID = 3718
;----------------------------------
[State -3, xshake]
type = EnvShake
triggerall = random < 250
trigger1 = stateno = [0,10000]
trigger1 = power >= 3000
trigger1 = movecontact = 1
time = 10



;-----------------------------------------
;Combo finta
[Statedef 350]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
anim = 350
velset = 0

[State 350, 0]
type = SuperPause
trigger1 = AnimElem = 1
anim = 102
pos = 25, -90

[State 350, 1]
type = PlaySnd
trigger1 = Time = 0
value =99881,2

[State 350, 1]
type = PlaySnd
trigger1 = Time = 4
value = 1,0

[State 350, 2]
type = HitDef
trigger1 = AnimElem = 3
priority = 5
attr = S, NA
damage   = 50, 3
priority = 3
guardflag = MA
pausetime = 5,17
sparkxy =  -5,-70
hitsound   = S22,0
guardsound = S9,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -6
air.velocity = -2,-3
airguard.velocity = -3

[State 350, 2]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
damage   = 60,3
priority = 3
animtype = hard
guardflag = MA
pausetime = 5,30
sparkxy =  -10,-90
hitsound = S2,1
guardsound = S9,0
ground.type = Hight
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4
air.velocity = -3,-3
airguard.velocity = -3

[State 350, 2]
type = HitDef
trigger1 = AnimElem = 14
attr = A, NA
damage    = 70,5
getpower  = 40
givepower = 20
guardflag = HA
priority = 3
pausetime = 15,18
sparkno = S3724
sparkxy =  -25,15
hitsound   = S2,6
guardsound = S9,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -6.5     
air.type = Hight
air.velocity = -5,-3.5
guard.velocity = -5
airguard.velocity = -2.5    
fall = 1
          

[State 350, 3]
type = CtrlSet
trigger1 = AnimTime = -1
value = 1

[State 350, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 105
ctrl = 1
;-----------------------------------------

;launcher
[Statedef 405]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
anim = 405
velset = 0

[State 405, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 99881,1

[State 405, light]
type = Explod
trigger1 = AnimElem = 5
anim = 3720
pos = 15,-63
postype = p1
sprpriority = 4
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = 1
persistent = 0
ownpal = 1

[State 405, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 99881,5

[State 405, 2]
type = HitDef
trigger1 = AnimElem = 5
priority = 5
attr = S, NA
damage   = 160,16
getpower = 70
givepower = 1000
animtype = Heavy
priority = 3
guardflag = MA
pausetime = 0,17
sparkxy =  -5,-70
hitsound   = S2,6
guardsound = S9,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 0,-12
air.velocity = -3,-9
airguard.velocity = -3,-6
fall = 1
fall.recover = 0
envshake.time = 15
envshake.freq = 50
envshake.ampl = 15
envshake.phase = 10

[State 405, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------
;recover energie and new state
[Statedef 2000]
type = S
movetype = I
physics = S
anim = 190
poweradd = -4000
velset = 0
ctrl = 0

[State 2000, palfx]
type = PalFX
trigger1 = time = 10
time = 50000000000
add = 5,5,5
sinadd = 40,40,40,3

;cosmo remove
[State 2000,2]
type = RemoveExplod
trigger1 = 1
ID = 2

[State 3000, yaahaa]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1500, 0

[State 2000, 0] 
type = DisplayToClipboard
trigger1 = Time = 0
text="sirio settimo senso"

[State 2000, 0] 
type = AssertSpecial
trigger1 = Time = [0,9000]
flag = nomusic
persistent = 1

[State 2000 , 1]
type = NotHitBy
trigger1 = Time = 0
time = 5
value = SCA

[State 2000 , 2]
type = SuperPause
trigger1 = Time = 0
time = 20
anim = -1

[State 2000 , 3]
type = EnvShake
trigger1 = Time = 0
time = 50

[State 2000 , 3]
type = PlaySnd
trigger1 = Time = 3
value = 99881, 8

[State 2000 , 3]
type = PlaySnd
trigger1 = Time = 4
value = 99881, 8

[State 2000 , 4]
type = PlaySnd
trigger1 = Time = 4
value = 2000,0

[State 2000 , 5]
type = Explod
trigger1 = Time = 3
anim = 3706
pos = 15,-63
sprpriority = 2
postype = p1
pos = 25,-0
supermove = 1
bindtime = 1
ownpal = 1

[State 2000 , 6]
type = Explod
trigger1 = AnimElem = 2
anim =73779
id =73779
pos =0
postype = p1
sprpriority = 0
supermove = 0
ontop =1
removetime =200
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 2000 , 7]
type = PlaySnd
trigger1 = AnimElem = 1
value = 191,0

[State 2000 , 8]
type = LifeAdd
trigger1 = AnimElem = 3
value = 250

;ultra power
[State 2000, 10]
type = AttackMulSet
trigger1 = time = 2
value = 1.5

;ultra defence
[State 2000, 11]
type = DefenceMulSet
trigger1 = time = 0
value = -0.2


[State 2000 , 12.1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;end of recover

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

[Statedef 8002]
type = S
physics = S
anim = 3675
juggle = 5
velset = 0
ctrl = 0



[State 8002 , 4]
type = ReversalDef
priority = 7
trigger1 = time = 0
reversal.attr = SCA, NA, SA, HA
p1stateno = 8003
hitsound = S99881,8
pausetime = 40,50
sparkxy = 10,-60
sparkno = S3687


[State 1400 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 8003]
type = S
movetype = A
physics = S
anim = 1401
poweradd = 750
juggle = 5
velset = 0
ctrl = 0

[State 1400 , 1]
type = PlaySnd
trigger1 = time = 0
value = 5,1

[State 8003, light2]
type = Explod
trigger1 = MoveContact = 1
ID = 16359
anim = 16359
pos = 0,3
postype = p1
sprpriority = 4
supermove = 1
removetime = 70
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 8003, polvere]
type = MakeDust
trigger1 = time = 0
pos = -15,3
pos2 = -22,-3
spacing = 2

[State 8003 , 2]
type = VelAdd
trigger1 = time = 0
x = -9

[State 8003 , 2]
type = VelMul
trigger1 = AnimElem = 1
x = 3.6

[State 8003 , 6]
type = ChangeState
triggerall = MoveContact = 1
trigger1 = Life <= 300
value = 2160
ctrl = 0

[State 8003 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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


[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
velset = 3,0,0
anim = 210

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 6

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

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage   = 52, 15
animtype = Hard
guardflag = MA
pausetime = 7,7
sparkxy =  0,-84
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 23
ground.velocity = -7.5
air.type = Low
air.velocity = -3.1,-3.3
airguard.velocity = -3.5  

[State 210, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1  

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

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

;-----------------------------------------------
;lighting hit
[Statedef 1010]
type = S
movetype = A
physics = S
anim = 229
poweradd = -250
juggle = 5
ctrl = 0
velset = 0

[State 1010 , 5]
type = PlaySnd
trigger1 = Time = 4
value = 4,2

[State 1010, sound]
type = PlaySnd
trigger1 = Time = 0
value = 17,0

[State 1010, light]
type = Explod
trigger1 = AnimElem = 6
anim = 3678
ID = 3661
pos = 80,10
postype = p1
sprpriority = 2
supermove = 1
removetime = 12
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 1010 , 3]
type = Projectile
trigger1 = AnimElem = 7
attr = S, SP
projanim = 3724
projhitanim = 3678
offset = 100,30
velocity = 7
damage = 100,5
animtype = Hard
guardflag = MA
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
hitsound   = S2,6
guardsound = S7,2
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -10
air.velocity = -2.5,-5

[State 1010 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;Carga de cosmo
[Statedef 73777]
type = S
movetype = I
physics = S
anim =73777
velset = 0, 0
sprpriority = 1
ctrl = 0

[State 73777, sound]
type = PlaySnd
trigger1 = Time = 0
value = 99881,3

[State 73777, 3]
type = ChangeState
trigger1 = animtime =0
value = 73778
ctrl = 0

[Statedef 73778]
type = S
movetype = I
physics = S
anim = 73778
velset = 0, 0
sprpriority = 1
ctrl = 0

[State 73777, sound]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 4
trigger3 = animelem = 7
trigger4 = animelem = 10
trigger5 = animelem = 13
trigger6 = animelem = 16
trigger7 = animelem = 19
trigger8 = animelem = 22
trigger9 = animelem = 25
trigger10 = animelem = 28
value = 5,1

[State 73778, 1]
type = Explod
trigger1 = time = 0
anim =73779
id =73779
pos =0
postype = p1
sprpriority = 0
supermove = 0
ontop =1
removetime =-1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


[State 73778, Poweradd]
type = poweradd
trigger1 = animelem = 1
trigger2 = animelem = 2
value = 60

[State 73778, 3]
type = ChangeState
trigger1 = command!= "carga"
trigger1 = command!= "carga1"
value = 73780
ctrl = 0

[State 73778, 3]
type = ChangeState
trigger1 = power  >= 7000
value =73780
ctrl = 0

[Statedef 73780]
type = S
movetype = I
physics = S
anim = 73777
velset = 0, 0
sprpriority = 1
ctrl = 0


[State 73780, Poweradd]
type = removeexplod
trigger1 = time >=0
id=73779

[State 73780, 3]
type = ChangeState
trigger1 = animtime =0
value = 0
ctrl = 1

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

;muro espiritual

[Statedef 88961]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0,0
anim = 88962
ctrl = 0
sprpriority = 2

[State 8119, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 99881, 4

[State 1000, 6]
type = ChangeState
trigger1 =time =15
value = 88963
ctrl = 0

[Statedef 88963]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0,0
anim = 88964
ctrl = 0
sprpriority = 2



[State 1001, 6]
type = poweradd
trigger1 = Var(5) = 0
trigger1 = Time >= 0
value = -3

[State 1001, rev]
type = ReversalDef
trigger1 = AnimElem = 1
reversal.attr = SAC,NA,SA,HA,S,SP
guard.sparkno = S6530
pausetime = 0,0
p1stateno = 88965

[State 1001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 99881,5

[State 1001, 1]
type = Explod
trigger1 = time = 0
anim = 99969
id =99969
pos =-4,1
postype = p1
sprpriority = 0
supermove = 0
ontop =1
removetime =-1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


[State 1001, 6]
type = ChangeState
trigger1=command!="muro"
trigger2=command!= "muro1"
value = 88966
ctrl = 1

[Statedef 88965]
type    = S
movetype= A
physics = S
velset = 0
anim = 88964
poweradd = 200
ctrl = 0

[State 1002,env ]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time =8

[State 1002,nohit ]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA
time = 1

[State 1002, 1]
type = HitDef
trigger1 = Time = 0
attr = S,SA
animtype  = Hard
hitflag = MA
guardflag = MA 
animtype = Hard
damage = 100,0
sparkno = 99969
guard.sparkno = -1
sparkxy = 0,-90
hitsound = S99881,9
guardsound = S9,0
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime = 24
ground.velocity = -7,-5
air.velocity = -7,-5
fall = 1
fall.recover = 0
fall.damage = 30

[State 1002, 6]
type = ChangeState
trigger1 = time =30
value = 88966
ctrl = 1

[Statedef 88966]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0,0
anim = 4002
ctrl = 0
POWERADD =-10
sprpriority = 2

[State 1003, 1]
type = Explod
trigger1 = time = 0
anim =4
id =4
pos =-4,1
postype = p1
sprpriority = 0
supermove = 0
ontop =1
removetime =30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 1003, 2]
type = removeexplod
trigger1 = time > 0
id = 99969

[State 1003, 6]
type = ChangeState
trigger1 = time =15
value =0
ctrl = 1

;--------------------------------------------
; "gpft"

[Statedef 202]
type = S
movetype = A
physics = S
anim = 202
juggle = 3
velset = 0
ctrl = 0

[State 8119, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 99881, 8

[State 1401 , 2]
type = VelAdd
trigger1 = animelem =1
x = 30


[State 7001,1]
type = AfterImage
trigger1 = time = 0
time =50
FrameGap = 3
length = 40
PalBright   =   40,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1


[State 201 , 2]
type = HitDef
trigger1 = time =0
priority = 5
attr = S, NA
damage = 80,10
getpower = 50
givepower = 30
animtype = hard
guardflag = HA
sparkxy = 0,20
sparkno =S3724
hitsound = S6,3
guardsound = S9,0
pausetime = 10,15
ground.hittime = 100
ground.type = hight
ground.slidetime = 120
ground.velocity = -10,-30
air.velocity = -40,-30
fall = 1

[State 201 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 18562]
type = A
movetype = A
physics = S
anim = 18563
poweradd = 0
velset = 0,0
ctrl = 0

[State 1120, 1]
type = PosAdd
trigger1 = AnimElem = 1
x = 0

[State 1451, 3]
type = VelAdd
trigger1 = AnimElem = 1
x = 0
y = 0

[State 1505, 4]
type = VelAdd
trigger1 = Time > 1
y = .0

[State 1451, 3]
type = velset
trigger1 = Time > 14
x = 4
y = 7

[State 1505, 4]
type = VelAdd
trigger1 = Time > 14
y = .5

[State 400, 2]
type = PlaySnd
trigger1 = Time = 2
value = 1,4
channel = 0
volume = 0

[State 625, 1]
type = PlaySnd
trigger1 = Time = 12
value = 7,3

[State 625, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
attr = A, NA
animtype = Hard
damage = ifelse(P2movetype = A,65,30)
getpower  = ifelse(Var(10) != 0,0,40),ifelse(Var(10) != 0,0,40)
givepower = 20,20
guardflag = H
pausetime = 8,12
sparkno = 1
sparkxy = -5,-50
guard.sparkno = 40312
hitsound = S2,2
guardsound = S9,0
ground.type = low
ground.slidetime = 30
ground.hittime = 17
ground.velocity = -7.5
guard.slidetime = 30
guard.hittime = 30
guard.velocity = -10
guard.cornerpush.veloff = ifelse(Pos Y >= -25,-10,0)
ground.cornerpush.veloff = ifelse(Pos Y >= -25,-10,0)

[State 1100, 8]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 18564

[Statedef 18564]
type = S
movetype = I
physics = S
anim = 18564

[State 1313, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1313, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1313, 3]
type = PlaySnd
trigger1 = Time = 0
value = 99881,10

[State 1313, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;Golpe de luz

[Statedef 804]
type = S
movetype = A
physics = S
anim = 804
poweradd = 20
juggle = 3
velset = 0
ctrl = 0

[State 804 , 2]
type = HitDef
trigger1 = Animelem = 2
priority = 5
attr = S, NA
sparkno = -1
sparkxy = 45,-104
damage = 25,25
getpower = 50
givepower = 30
animtype = Hard
guardflag = HA
hitsound = S99881,19
guardsound = S9,0
pausetime = 0
ground.hittime = 101
ground.type = hight
ground.slidetime = 20
ground.velocity = 0
air.velocity = 0
fall = 0
p1stateno = 8042

[State 804 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 8042]
type = S
movetype = A
physics = S
anim = 8042
poweradd = 20
juggle = 3
velset = 0
ctrl = 0

[State 8042 , 2]
type = HitDef
trigger1 = Time = 0
priority = 5
attr = S, NA
sparkno = -1
sparkxy = 10,-90
damage = 25
getpower = 50
givepower = 30
animtype = Hard
guardflag = HA
hitsound = S22,0
guardsound = S9,0
pausetime = 0
ground.hittime = 101
ground.type = hight
ground.slidetime = 20
ground.velocity = 0
air.velocity = 0
fall = 0

[State 8042,3]
type = Explod
trigger1 = Time =0
anim =801
pos=50,-83
sprpriority = 10
postype = p1
ontop =1
removetime =55
id =801
removeongethit =1

[State 8042,32]
type = Explod
trigger1 = Time =0
anim =9309
pos= 50,-83
sprpriority = 10
postype = p1
ontop =1
removetime =55
id =9309
removeongethit =1

[State 8042,4]
type = ChangeState
trigger1 = Time >= 55
trigger1 = command = "luzcont"
value = 805

[State 8042 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 805]
type = S
movetype = A
physics = S
anim = 805
poweradd = 20
juggle = 3
velset = 0
ctrl = 0

[State 805 , 2]
type = HitDef
trigger1 = Animelem =2
priority = 5
attr = S, NA
sparkno = S9419
sparkxy = 0,-90
damage = 70
getpower = 50
givepower = 30
animtype = up
guardflag = HA
hitsound = S2,4
guardsound = S9,0
pausetime = 0
ground.hittime = 20
ground.type = hight
ground.slidetime = 20
ground.velocity = -7,-10
air.velocity = -4,-7
fall = 1

[State 805, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;Golpe de luz aire

[Statedef 799]
type = A
movetype = A
physics = A
anim = 8041
poweradd = 20
juggle = 3
ctrl = 0
sprpriority = 2

[State 1313, 3]
type = PlaySnd
trigger1 = Time = 0
value = 22,0

[State 799 , 2]
type = HitDef
trigger1 = Time = 0
priority = 5
attr = S, NA
sparkno = -1
sparkxy = 45,-104
damage = 50,25
getpower = 50
givepower = 30
animtype = Hard
guardflag = HA
hitsound = S99881,19
guardsound = S9,0
pausetime = 0,50
ground.hittime = 20
ground.type = hight
ground.slidetime = 20
ground.velocity = 0
air.velocity = 0
p1stateno = 7991
fall = 0

[State 799 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;----------

[Statedef 7991]
type = S
movetype = A
physics = S
anim = 8051
poweradd = 20
juggle = 3
velset = 0,0
ctrl = 0

[State 7991,2]
type = Explod
trigger1 = Time =0
anim =801
pos=50,-83
sprpriority = 10
postype = p1
ontop =1
removetime =55
id =801
removeongethit =1

[State 8042,32]
type = Explod
trigger1 = Time =0
anim =9309
pos= 50,-83
sprpriority = 10
postype = p1
ontop =1
removetime =55
id =9309
removeongethit =1


[State 7991 , 2]
type = HitDef
trigger1 = Animelem =2
priority = 5
attr = S, NA
sparkno = -1
sparkxy = -5,-112
damage = 50
getpower = 50
givepower = 30
animtype = up
guardflag = HA
hitsound = S2,4
guardsound = S9,0
pausetime = 0
ground.hittime = 20
ground.type = hight
ground.slidetime = 20
ground.velocity = -7,-10
air.velocity = -7,-10
fall = 1

[State 7991 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 7992
ctrl = 1

;----------

[Statedef 7992]
type = A
movetype = A
physics = A
anim = 799
juggle = 3
velset = -5,-10
ctrl = 0

[State 7992 , 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1




