

;*****************************************************************************************
;                                                                                        *                               *
;Seiya de Pegasus  Autor  Grafica : Tecla2000 (base general de sprit Claudio Ricci(MIM)) *
;                          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)
power = 3000 
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
z.width=3
              			;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.width = 4,4		
attack.dist = 160		;Default attack distance
proj.attack.dist = 90		;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too   
head.pos = -5, -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)

[Velocity]
walk.fwd  = 2.5			;Walk forward
walk.back = -1.8		;Walk backward
run.fwd  = 6.4,0			;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 = 7,0	 	;.
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 = 0	;Minimum distance from ground before you can air jump (opt)
yaccel = .35		;Vertical acceleration
stand.friction = 0.8	;Friction coefficient when standing
crouch.friction = 0.8	;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
                                        ;Commonly-used controllers:
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 = 8, 8		;Time attacker pauses, time opponent shakes
sparkno = -1		        ;Spark anim no (Def: set above)
sparkxy = -10, -76		;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 = -4		;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 Light Punch
; CNS difficulty: easy
[Statedef 260]
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
                                        ;Commonly-used controllers:
velset = 0,0			        ;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 260		  		;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 = 210,0

[State 201 , 1]
type = PlaySnd
trigger1 = time = 0
value = 1500,7

[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 = 8, 8		;Time attacker pauses, time opponent shakes
sparkno = s7348		        ;Spark anim no (Def: set above)
sparkxy = -10, -76		;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 = 9		;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,-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 = -2,-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 = 210

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210,0

[State 210, 1]
type = HitDef
trigger1 = animelem = 5
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 = 8, 15		;Time attacker pauses, time opponent shakes
sparkno = s7347			;Spark anim no (Def: set above)
sparkxy = -10, -90		;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 = -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 = Low			;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 Strong Punch
; CNS difficulty: easy
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 220

[State 201]
type = Explod
trigger1 = AnimElem = 3
pos = 5,0
anim = 7703
sprpriority = 5
supermove = 1
removeongethit = 1
ownpal = 1

[State 201, 3]
type = VelSet
trigger1 = AnimElem = 3
x = 15

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

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

[State 201 , 3]
type = HitDef
trigger1 = AnimElem = 3
priority = 5
attr = S, NA
damage = 45, 3
getpower = 100
givepower = 50
animtype = hard
guardflag = HA
sparkxy = -25,-91
sparkno = S990
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 270]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 270

[State 201, polvere]
type = MakeDust
trigger1 = Time = 0
pos = -15,3
pos2 = -22,-3
spacing = 2

[State 230 , vel]
type = VelSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 2

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

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

[State 201 , 3]
type = HitDef
trigger1 = AnimElem = 6
priority = 5
attr = S, NA
damage = 50, 4
getpower = 100
givepower = 50
animtype = hard
guardflag = HA
sparkxy = -25,-91
sparkno = -1
hitsound = S260,0
guardsound = S320,0
pausetime = 12,20
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

[State 220, 5]
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 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 = 8, 15		;Time attacker pauses, time opponent shakes
sparkno = s7348			;Spark anim no (Def: set above)
sparkxy = -10, -59		;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  = 12		;Time opponent is in hit state
ground.velocity = -5		;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 = 2
value = 240,0

[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 = 8, 15		;Time attacker pauses, time opponent shakes
sparkno = s7347			;Spark anim no (Def: set above)
sparkxy = -10, -82		;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 = -5		;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 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 = 2
value = 250,0

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

[State 200, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 30, 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 = 12, 20		;Time attacker pauses, time opponent shakes
sparkno = s7349			;Spark anim no (Def: set above)
sparkxy = -10, -95		;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  = 30     	;Time opponent is in hit state
ground.velocity = -3		;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 285]
type = S
movetype = A
physics = S
anim = 285
juggle = 1
velset = 0
ctrl = 0
poweradd= 50

[State 230]
type = VelSet
trigger1 = AnimElem = 3
x = 8

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

[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500,7

[State 230]
type = HitDef
trigger1 = AnimElem = 3
priority = 4
attr = S, NA
damage = 20,1
animtype = light
guardflag = MA
sparkno = -1
sparkxy = -10,-65
hitsound = S230,1
guardsound = S310,0
pausetime = 12,6
ground.hittime = 13
ground.type = low
ground.slidetime = 9
ground.velocity = -4
air.velocity = -3,-3
air.fall = 1

[State 230]
type = ChangeState
trigger1 = AnimTime = 0
value = 52
ctrl = 1

[Statedef 280]
type = S
movetype = A
physics = S
anim = 280
juggle = 2
velset = 0
ctrl = 0
poweradd= 50

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

[State 240, 4]
type = CtrlSet
trigger1 = AnimElem = 7
value = 1

[State 240 , 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 0

[State 240 , 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 250,0

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

[State 240 , 4]
type = HitDef
trigger1 = AnimElem = 4
priority = 6
attr = S, NA
damage = 30, 2
getpower = 120
givepower = 60
animtype = hard
guardflag = MA
sparkno = -1
sparkxy = -15,-92
hitsound = S250,1
guardsound = S310,0
pausetime = 10,10
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -5
air.velocity =  -3,-3
air.fall = 1

[State 240 , 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 295]
type = S
movetype = A
physics = S
anim = 295
juggle = 2
velset = 0
ctrl = 0
poweradd= 50

[State 270 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 240,0

[State 270 , 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 250,0

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

;first
[State 270 , 3]
type = HitDef
trigger1 = AnimElem = 6
priority = 6
attr = S, NA
damage = 5, 2
animtype = Heavy
guardflag = MA
sparkxy = -10,-92
sparkno = S91
hitsound = S250, 1
guardsound = S310,0
pausetime = 10,15
ground.hittime = 19
ground.type = hight
air.fall = 1

;2nd hit
[State 270 , 4]
type = HitDef
trigger1 = AnimElem = 9
priority = 3
attr = S, NA
damage = 45, 2
animtype = Heavy
guardflag = MA
sparkxy = -30,-80
sparkno = S93
hitsound = S260,0
guardsound = S320,0
pausetime = 8,10
ground.hittime = 19
ground.type = hight
ground.slidetime = 19
ground.velocity = -4,15
air.velocity = -4,-3
fall = 1
fall.damage = 20
air.fall = 1

[State 270]
type = Turn
trigger1 = Time = 48

[State 270, 6]
type = PosAdd
trigger1 = Time = 48
x = -73

[State 270, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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


[Statedef 290]
type = S
movetype = A
physics = S
anim = 290
velset = 0
ctrl = 0 
poweradd= 50

[State 210]
type = PlaySnd
trigger1 = AnimElem = 1
value = 250,0

[State 201 , 1]
type = PlaySnd
trigger1 = time = 0
value = 1500,3

[State 210]
type = HitDef
trigger1 = AnimElem = 4
priority = 6
attr = S, NA
damage = 45,3
animtype = hard
guardflag = MA
sparkxy = 10,-110
sparkno = -1
hitsound = S260,0
guardsound = S320,0
pausetime = 9,12
groundtype = up
ground.velocity = 0,-15
air.velocity = 0,0
ground.hittime = 40
air.hittime = 40
fall = 1
air.fall = 1
fallrecover = 1
envshake.time = 10
envshake.freq = 15
envshake.ampl = 10
envshake.phase = 10
fall.damage = 10            
fall.envshake.ampl = 6       
fall.envshake.freq = 178
fall.envshake.time = 15

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


;---------------------------------------------------------------------------
; 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 = 20, 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 = 5, 5		;Time attacker pauses, time opponent shakes
sparkno = s7348			;Spark anim no (Def: set above)
sparkxy = -10, -50		;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 = 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 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 = 210,0

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 30, 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 = 8, 12		;Time attacker pauses, time opponent shakes
sparkno = s7347			;Spark anim no (Def: set above)
sparkxy = -10, -40		;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 = 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 = -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 = 220,0

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
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 = 7, 15		;Time attacker pauses, time opponent shakes
sparkno = s7349			;Spark anim no (Def: set above)
sparkxy = -10, -40		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = S220, 1			;Sound to play on hit
guardsound = S320, 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]
type = ChangeState
triggerAll = movehit >= 1
trigger1 = command = "c"
value = 460
ctrl = 1

[State 420, 5]
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 = 2
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 20, 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 = 8,12		;Time attacker pauses, time opponent shakes
sparkno = s7347			;Spark anim no (Def: set above)
sparkxy = -5, -5		;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 = 6		;Time that the opponent slides back
ground.hittime  = 12     	;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
down.velocity = -1,0
down.hittime = 20
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 = "x"
value = 432
ctrl = 1

[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 200, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 30, 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 = s7348			;Spark anim no (Def: set above)
sparkxy = -10, -25		;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 430]
type = ChangeState
triggerAll = movehit >= 1
trigger1 = command = "y"
value = 432
ctrl = 1

[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 440, 2]
type = HitDef
trigger1 = AnimElem = 3
priority = 4
attr = C, NA
damage   = 45,3
getpower = 60
givepower = 30
animtype = Med
guardflag = LA
pausetime = 12,12
sparkno = s7346 		
sparkxy = -5,-10
hitsound   = S250,1
guardsound = S320,0
ground.type = Trip
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -1,-5  
guard.velocity = -2
air.velocity = 0,-5
airguard.velocity = -3      
fall = 1

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

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

[Statedef 432]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 50
ctrl = 0
anim = 432
sprpriority = 2

[State 430]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
value = 230,0

[State 201 , 1]
type = PlaySnd
trigger1 = time = 0
value = 1500,5
volume = 180

[State 430]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 2
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 4,4
sparkno = -700
sparkxy = 0,-8
hitsound   = s230,1
guardsound = S310,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = 0
air.velocity = -3,-2
down.velocity = -1,0
down.hittime = 20
envshake.time =  5 
envshake.freq = 5    
envshake.ampl = 5  
envshake.phase = 5

[State 430]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
attr = C, NA
damage    = 2
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 4,4
sparkno = S7000
sparkxy = -20,-22
hitsound   = s240,1
guardsound = S300,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = 0
air.velocity = -3,-2
down.velocity = -1,0
down.hittime = 20
envshake.time =  5 
envshake.freq = 5    
envshake.ampl = 5  
envshake.phase = 5

[State 430]
type = HitDef
trigger1 = AnimElem = 9
attr = C, NA
damage    = 2
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 4,4
sparkno = S7000
sparkxy = 0,-38
hitsound   = s250,1
guardsound = S310,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -6
air.velocity = -3,-2
down.velocity = -1,0
down.hittime = 20
envshake.time =  5 
envshake.freq = 5    
envshake.ampl = 5  
envshake.phase = 5

[State 430]
type = ChangeState
trigger1 = Time = 59
value = 433
ctrl = 1

[Statedef 433]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 50
ctrl = 0
anim = 433
sprpriority = 2

[State 430]
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 = 1500,4
volume = 80

[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 = S7003+(random%2)
sparkxy = -20,-95
hitsound = s260,0
guardsound = S320,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1.5,-12
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


;---------------------------------------------------------------------------
; 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 = 200,0

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 20, 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 = s7347			;Spark anim no (Def: set above)
sparkxy = -15, -55		;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 = 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 = 210,0

[State 200, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 30, 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 = s7348			;Spark anim no (Def: set above)
sparkxy = -15, -55		;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  = 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 = 20		;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 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 220,0

[State 201 , 1]
type = PlaySnd
trigger1 = time = 0
value = 1500,1
volume = 120


[State 200, 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 = s7349			;Spark anim no (Def: set above)
sparkxy = -15, -55		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = S220, 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  = 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 = 2
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 20, 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 = s7348			;Spark anim no (Def: set above)
sparkxy = -9, -33		;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 = 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 200, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 30, 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 = s7349			;Spark anim no (Def: set above)
sparkxy = -15, -70		;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  = 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 = time = 0
value = 1500,7

[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 = s7346			;Spark anim no (Def: set above)
sparkxy = -15, -60		;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

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

[Statedef 660]
type = A
movetype = A
physics = A
juggle = 2
anim = 660
ctrl = 0
poweradd= 50

[State 640 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 220,0

[State 201 , 1]
type = PlaySnd
trigger1 = time = 0
value = 1500,3

[State 640 , 3]
type = HitDef
trigger1 = AnimElem = 2
priority = 4
attr = A, NA
damage = 50, 3
getpower = 60
givepower = 30
animtype = hard
guardflag = HA
sparkno = s93
sparkxy = -10,-45
hitsound = S220,1
guardsound = S320,0
pausetime = 12,12
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -5
air.velocity = -3,-3

[State 640 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


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

[Statedef 670]
type = A
movetype = A
physics = A
anim = 670
juggle = 1
ctrl = 0
poweradd= 50

[State 630 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 250,0

[State 201 , 1]
type = PlaySnd
trigger1 = time = 0
value = 1500,2

[State 630 , 3]
type = HitDef
trigger1 = AnimElem = 2
priority = 4
attr = A, NA
damage = 50, 3
getpower = 40
givepower = 20
animtype = light
guardflag = HA
sparkno = s94
sparkxy = 0,-49
hitsound = S250,1
guardsound = S320,0
pausetime = 12,12
ground.hittime = 13
ground.type = high
ground.slidetime = 9
ground.velocity = -5
air.velocity = -3,-3

[State 630 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
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

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

[Statedef 800]
type            = S
movetype        = A
physics         = S
anim            = 800
velset          = 0,0
ctrl            = 0
poweradd        = 100
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2

[State 0, Orihime]
type          = HitDef
Trigger1      = Time = 0
attr          = S, NT
hitflag       = M-
priority      = 1, Miss
sparkno       = -1
p1sprpriority = 1
p1facing      = 1
p2facing      = 1
hitsound = S800,0
p1stateno     = 810
p2stateno     = 820
guard.dist    = 0
fall          = 1


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


;estado Player 1

[Statedef 810]
type    = S
movetype= A
physics = S
juggle  = 0
velset  = 0,0
ctrl    = 0
anim    = 820

[State 0, Shunshunrikka]
type           = Helper
trigger1       = MoveHit = 1
helpertype     = normal
name           = "Santen Kesshun"
ID             = 14991
stateno        = 14991
pos            = (Floor(p2bodydist X + 29)), -55
postype        = p1
facing         = 1
keyctrl        = 0
ownpal         = 1
size.xscale    = 0.4
size.yscale    = 0.4
ignorehitpause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
persistent     = 0


[State 0, Orihime]
type           = Width
trigger1       = 1
edge           = 65,45
player         = 0,0
ignorehitpause = 1

[State 0, Orihime]
type     = TargetBind
trigger1 = AnimElem = 1
pos      = -34, 0

[State 0, Orihime]
type     = TargetState
trigger1 = AnimElem = 1
value    = 821

[State 0, Orihime]
type     = PlaySnd
trigger1 = AnimElem = 1
value    = S1500,1
volume   = 120


[State 0, Orihime]
type     = PlaySnd
trigger1 = Time = 12
value    = S900,0
volume   = 99

[State 0, Orihime]
type     = PlaySnd
trigger1 = Time = 20
value    = S1500,0
volume   = 120

[State 0, Orihime]
type     = ChangeAnim
trigger1 = Time = 14
value    = 840

[State 0, Orihime]
type                          = HitDef
;-------------------------------------
;-| Trigger |-------------------------
triggerall                    = Enemy,StateNo = 821
trigger1                      = 1 && P2MoveType = H
;-------------------------------------
;-| HitDef |--------------------------
attr                          = S, NA
hitflag                       = MAF
guardflag                     = MA
priority                      = 4,Hit
;-------------------------------------
;-| Power |---------------------------
getpower                      = 14,14
givepower                     = 14,14
;-------------------------------------
;-| Team |----------------------------
;affectteam                    = E     ;B,F
;hitonce                       = 1
;-------------------------------------
;-| Animtype |------------------------
animtype                      = Medium
ground.type                   = High
;air.type                      = light
;air.animtype                  = light
;fall.animtype                 = Back
;-------------------------------------
;-| Damage |--------------------------
damage                        = 45
fall.damage                   = 15
;-------------------------------------
;-| Pause |---------------------------
pausetime                     = 5,12
guard.pause                   = 5,12
;ignorehitpause                =
;-------------------------------------
;-| SoundFX |-------------------------
hitsound                      = S2,2
;guardsound                    = S1,7
;-------------------------------------
;-| Hittime |-------------------------
ground.hittime                = 16
ground.slide                  = 16
;guard.slide                   = 14
;guard.hittime                 = 14
air.hittime                   = 16
;-------------------------------------
;-| Velocities |----------------------
;yaccel                        = 0.5
ground.velocity               = -23,0
guard.velocity                = -7
air.velocity                  = 0,-5
airguard.velocity             = -2,0
ground.cornerpush.veloff      = -9
;air.cornerpush.veloff         = 0
;down.cornerpush.veloff        = 0
;guard.cornerpush.veloff       = 0
;airguard.cornerpush.veloff    = 0
;-------------------------------------
;-| Fall |----------------------------
;fall                          = 0
;fall.xvelocity                = 0
;fall.yvelocity                = -4.5
;fall.recover                  = 1
;fall.recovertime              = 4
;air.fall                      = 0
;-------------------------------------
;-| Down |----------------------------
;down.velocity                 = 0,0
;down.hit                      = 0
;down.bounce                   = 0
;-------------------------------------
;-| Guard |---------------------------
;guard.ctrl                    = 0
;guard.dist                    = 320
;airguard.ctrl                 = 0
;-------------------------------------
;-| Dist |----------------------------
;mindist                       = 0,0
;maxdist                       = 0,0
;snap                          = 0,0
;-------------------------------------
;-| Facing |--------------------------
;p1facing                      = 0
;p1getp2facing                 = 0
;p2facing                      = 1
;-------------------------------------
;-| Stateno |-------------------------
;p1stateno                     = 0
p2stateno                     = 850
;p2getp1state                  = 1
;forcestand                    = 0
;-------------------------------------
;-| Chain |---------------------------
;id                            = -1
;chainID                       = -1
;nochainID                     = -1
;-------------------------------------
;-| Kill |----------------------------
;kill                          = 1
;guard.kill                    = 1
;fall.kill                     = 1
;-------------------------------------
;-| Hits |----------------------------
numhits                       = 0
;air.juggle                    = 0
persistent                    = 0
;-------------------------------------
;-| Spark |---------------------------
sparkno                       = -1
;guard.sparkno                 = 0
sparkxy                       = -10,-70
;-------------------------------------
;-| Priority |------------------------
;sprpriority                   = 1
;p1sprpriority                 = 0
;p2sprpriority                 = 0
;-------------------------------------
;-| SFX  |----------------------------
;palfx.time                    = 0
;palfx.mul                     = 0,0,0
;palfx.add                     = 0,0,0
;envshake.time                 = 0,0
;envshake.freq                 = 0
;envshake.ampl                 = 0
;envshake.phase                = 0
;fall.envshake.time            = 0,0
;fall.envshake.freq            = 0
;fall.envshake.ampl            = 0
;fall.envshake.phase           = 0

[State 0, Orihime]
type           = Explod
trigger1       = MoveHit = 1
anim           = 7006
ID             = 7006
pos            = -13, -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     = ChangeState
trigger1 = Time = 65
value    = 0
ctrl     = 1


;estazdo player 2


[Statedef 820]
type     = A
movetype = H
physics  = N
velset   = 0,0
facep2   = 1

[State 0, Orihime]
type     = ChangeAnim2
Trigger1 = Time = 0
value    = 4511


[Statedef 821]
type     = A
movetype = H
physics  = N
velset   = 0,0
poweradd = 40
;facep2   = 0

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

[State 0, Orihime]
type     = VelAdd
trigger1 = Time = 14
x        = IfElse(P2BodyDist X <= -31,-8,8)
y        = 0

[State 0, Orihime]
type     = ChangeAnim2
Trigger1 = Time = 0
value    = 4511

[State 0, Orihime]
type     = Turn
trigger1 = Time = 0

[State 0, Orihime]
type     = Turn
trigger1 = Time = 16

[Statedef 850]
type     = A
movetype = H
physics  = N
poweradd = 0
facep2   = 1

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


[State 0, Orihime]
type     = ChangeAnim2
Trigger1 = Time = 0
value    = 4510

[State 0, Orihime]
type     = VelSet
trigger1 = Time = 0
x        = -9.6
y        = 0

[State 0, Orihime]
type     = PosSet
trigger1 = Pos y > 0
y        = 0


[State 0, Orihime]
type       = ScreenBound
triggerall = Pos y < -15
trigger1   = BackEdgeBodyDist < 65
trigger2   = FrontEdgeBodyDist < 65
value      = 1
movecamera = 0,1

[State 0, Orihime]
type     = ChangeState
trigger1 = BackEdgeBodyDist <= 20 || FrontEdgeBodyDist <= 20 || Time > 20
value    = 852

;------------------
; Hit wall
[Statedef 852]
type    = A
movetype= H
physics = N
facep2  = 1

[State 0, Orihime]
type     = PosAdd
trigger1 = Time = 0
x        = 14 - BackEdgeBodyDist

[State 0, Orihime]
type     = PosFreeze
trigger1 = 1
x        = 1
y        = 1


[State 0, Orihime]
type     = HitOverride
trigger1 = 1
time     = 1
attr     = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value    = 5000

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


[State 0, Orihime]
type     = ChangeAnim2
trigger1 = Time = 0
value    = 5010

[State 0, Orihime]
type     = ChangeAnim2
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5010)
value    = 5010

[State 0, Orihime]
type     = PlaySnd
trigger1 = Time = 10
value    = S5000,10
volume   = 120


[State 0, Orihime]
type     = ChangeState
trigger1 = AnimTime = 0 || Time > 18
value    = 854

;------------------
; Hit by Fast Kung Fu Palm - bounce off wall
; (a custom gethit state)
[Statedef 854]
type    = A
movetype= H
physics = N
facep2  = 1

[State 0, Orihime]
type     = HitOverride
trigger1 = 1
time     = 1
attr     = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value    = 5000
slot     = 7
forceair = 0

[State 0, Orihime]
type     = HitFallSet
trigger1 = 1
value    = 0

[State 0, Orihime]
type     = VelSet
trigger1 = Time = 0
y        = -6

[State 0, Orihime]
type     = VelSet
trigger1 = Time = 0
x        = 1.6

[State 0, Orihime]
type     = VelAdd
trigger1 = 1
y        = .35

[State 0, Orihime]
type     = ChangeAnim
trigger1 = Time = 0
value    = 5052

[State 0, Orihime]
type     = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value    = 5050

[State 5100, 8]
type = GameMakeAnim
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 61
pos = 0, -10
sprpriority = -6

[State 5110, 6]
type = PlaySnd
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = F7, 0 


[State 0, Orihime]
type     = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value    = 5101


;Hitsparks

[Statedef 14991]
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     = -1

[State 0, AngleDraw]
type            = AngleDraw
trigger1        = 1
value           = FVar(20)
ignorehitpause  = 1

[State 0, Shunshunrikka]
type     = VarSet
trigger1 = Time = 0
fv       = 20
value    = 0

[State 0, Shunshunrikka]
type     = VarAdd
trigger1 = Time > 0
fv       = 20
value    = 10

[State 0, Shunshunrikka]
type           = PlaySnd
trigger1       = Time = 0
value          = S260,0
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           = 7007
ID             = 911
pos            = 15,-30
postype        = p1
facing         = 1
vfacing        = 1
bindtime       = 1
vel            = 0,0
accel          = 0,0
random         = 0,0
removetime     = -2
SuperMoveTime  = 9999
PauseMoveTime  = 9999
scale          = 1,1
sprpriority    = 6
ontop          = 1
shadow         = 0,0,0
ownpal         = 1
ignorehitpause = 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           = VarSet
trigger1       = Time = 0
fv             = 0
value          = 1.0
ignorehitpause = 1

[State 0, Shunshunrikka]
type           = VarSet
trigger1       = Time = 1
fv             = 0
value          = 1.0
ignorehitpause = 1

[State 0, Shunshunrikka]
type           = VarSet
trigger1       = Time = 2
fv             = 0
value          = 1.0
ignorehitpause = 1

[State 0, Shunshunrikka]
type           = VarSet
trigger1       = Time = 3
fv             = 0
value          = 0.9
ignorehitpause = 1

[State 0, Shunshunrikka]
type           = VarSet
trigger1       = Time = 4
fv             = 0
value          = 0.9
ignorehitpause = 1

[State 0, Shunshunrikka]
type           = VarSet
trigger1       = Time = 5
fv             = 0
value          = 0.9
ignorehitpause = 1

[State 0, Shunshunrikka]
type           = VarSet
trigger1       = Time = 6
fv             = 0
value          = 0.8
ignorehitpause = 1

[State 0, Shunshunrikka]
type           = VarSet
trigger1       = Time = 7
fv             = 0
value          = 0.8
ignorehitpause = 1

[State 0, Shunshunrikka]
type           = VarSet
trigger1       = Time = 8
fv             = 0
value          = 0.8
ignorehitpause = 1

[State 0, Shunshunrikka]
type           = VarSet
trigger1       = Time = 9
fv             = 0
value          = 0.7
ignorehitpause = 1

[State 0, Shunshunrikka]
type           = VarSet
trigger1       = Time = 10
fv             = 0
value          = 0.7
ignorehitpause = 1

;[State 0, Shunshunrikka]
;type           = VarSet
;trigger1       = Time = 14
;fv             = 0
;value          = 0.1
;ignorehitpause = 1

[State 0, Shunshunrikka]
type           = AngleDraw
trigger1       = 1
value          = 1
scale          = FVar(0),FVar(0)
ignorehitpause = 1


[State 0, Shunshunrikka]
type = Explod
trigger1 = (!Time)
anim = 7008
id = 7008
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = (IfElse(Random <= 499,Random/265,Random/(-265))),(IfElse(Random <= 499,Random/265,Random/(-265)))
accel = 0,0
random = 0,0
removetime = -2
supermove = 0
supermovetime = 999
pausemovetime = 999
scale = 0.3,0.3
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Shunshunrikka]
type = Explod
trigger1 = (!Time)
anim = 7008
id = 7008
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = (IfElse(Random <= 499,Random/265,Random/(-265))),(IfElse(Random <= 499,Random/265,Random/(-265)))
accel = 0,0
random = 0,0
removetime = -2
supermove = 0
supermovetime = 9999
pausemovetime = 9999
scale = 0.3,0.3
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Shunshunrikka]
type = Explod
trigger1 = (!Time)
anim = 7008
id = 7008
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = (IfElse(Random <= 499,Random/265,Random/(-265))),(IfElse(Random <= 499,Random/265,Random/(-265)))
accel = 0,0
random = 0,0
removetime = -2
supermove = 0
supermovetime = 9999
pausemovetime = 9999
scale = 0.3,0.3
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Shunshunrikka]
type           = DestroySelf
trigger1       = time = 10
ignorehitpause = 1

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

[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           = 7006
ID             = 7006
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           = 7007
ID             = 7007
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           = 7009
ID             = 7009
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 = 7009
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 = 20
ignorehitpause = 1

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

[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           = 7006
ID             = 7006
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           = 7007
ID             = 7007
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           = 7909
ID             = 7909
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 = 7909
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 = 20
ignorehitpause = 1

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

;Agarre 2

[Statedef 900]
type    = S
movetype = A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 900
poweradd = 90

[State 900, 1]
type = HitDef
triggerall = P2MoveType != H
triggerall = P2bodydist X = [-const(size.ground.front),22]
trigger1 = AnimElem = 2
attr = S, NT
hitflag = M-
priority = 3, Miss
sparkno = -1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
hitsound = S800,0
p1stateno = 901
p2stateno = 906
guard.dist = 0
numhits = 0
nochainID = var(40)

[State 900, 1]
type = HitDef
triggerall = P2bodydist X = [-const(size.ground.front),22]
triggerall = var(16)
trigger1 = AnimElem = 2
attr = S, NT
hitflag = MF
priority = 3, Miss
sparkno = -1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
hitsound = S800,0
p1stateno = 901
p2stateno = 906
guard.dist = 0
numhits = 0
nochainID = var(40)

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 250, 0
volume = 120


[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 3
movetype = I

[State 900, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 901]
type    = S
movetype = A
physics = N
velset = 0,0

[State 1201, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 901, Throw]
type = TargetState
trigger1 = Time = 0
value = 905

[State 820, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 901
persistent = 0

[State 3001, Width]
type = Width
trigger1 = animelemtime(5) < 0
edge = 45,45

[State 3001, Width]
type = Width
trigger1 = AnimElem = 5
edge = 60,0

[State 3001, Width]
type = Width
trigger1 = AnimElem = 6
edge = 90,0

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 250, 0
volume = 100

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1500, 0
channel = 0
colume = 180

[State 0, Shunshunrikka]
type           = PlaySnd
trigger1 = AnimElem = 5
value          = S1000,13
volume         = 900
channel        = -1
ignorehitpause = 1

[State 0, Orihime]
type     = PlaySnd
trigger1 = AnimElem = 5
value    = S5100,0
volume   = 120

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 5
Anim = 7010
pos = 85, 0
postype = p1
ownpal = 1
sprpriority = -3
;pausemovetime = -1
supermovetime = -1
scale = 0.85,0.85

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 5
Anim = 7011
pos = 85, -5
postype = p1
ownpal = 1
sprpriority = -3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 901,1]
type = TargetBind
trigger1 = animelem = 1
pos = -40,0
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 2
pos = -40, -72
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 3
pos = -32, -90
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 4
pos = 10, -105
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 5
pos = 60, 0
time = 1

[State 903, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
time = 20
ampl = 5

[State 3001, Add Hits!]
type = HitAdd
trigger1 = AnimElem = 5
value = 1

[State -2, Combo]
type = VarAdd
trigger1 = AnimElem = 5
var(17) = 1
ignorehitpause = 1

[State 180, 1]
type = VarAdd
trigger1 = AnimElem = 5
var(50)=500
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = VarAdd
triggerall = var(17) >= 2
trigger1 = AnimElem = 5
var(50)=ifelse(var(17)<6,2000,500)
ignorehitpause = 1
persistent = 1

[State 901, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -65

[State 901, Hurt]
type = TargetPowerAdd
trigger1 = AnimElem = 5
value = 35

[State 901, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 905]
type    = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State 1201, screenbound]
type = screenbound
trigger1 = anim = 905
value = 1

[State 902, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 905

[State 0, Orihime]
type     = PlaySnd
trigger1 = Time = 37
value    = S5000,10
volume   = 120

[State 902, 1]
type = ChangeAnim
trigger1 = anim = 905 && AnimTime = 0
value = 5160

[State 903, Vel]
type = VelSet
trigger1 = anim = 5160 && AnimElem = 1
x = -3.5
y = -6.5

[State 903, Vel]
type = veladd
trigger1 = anim = 5160
y = .5

[State 903, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 12
ampl = 3

[State 1300,Turn]
type = Turn
trigger1 = anim = 5160 && AnimElem = 1

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

[State 903, 2]
type = SelfState
trigger1 = anim = 5160 && AnimElemTime(1) > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[Statedef 906]
type    = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 1205, ChangeState]
type = selfstate
trigger1 = Time > 5
value = 5100

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


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

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

[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

[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

[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 = 5
value = 100,0
volume = 180

[State -2 , 8]
type = PlaySnd
trigger1 = stateno = 100
trigger1 = AnimElem = 7
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 = 5000,30


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

[State -2 , 7]
type = PlaySnd
triggerall = stateno = 5110
trigger1 = time = 3
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 = 5120
trigger1 = time = 38
value = 5300,0
volume = 180

[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

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

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


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

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

[State -2, 1]
type = Varadd
triggerall = roundstate = 2
trigger1 = var(16)
var(16) = -1
ignorehitpause = 1

[State -2, 1]
type = VarSet
trigger1 = MoveType = H
var(16) = 0

[State -2, Combo]
type = VarSet
trigger1 = numenemy
trigger1 = enemy,MoveType != H
var(17) = 0
ignorehitpause = 1


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

;impacto rodante

[State -2]
type = varset
trigger1 = movetype = H
trigger2 =(stateno = [0,20]) || stateno = 52 && time = 3
var(1) = 0
ignorehitpause = 1

[State -2]
type = varset
trigger1 = movetype = H
trigger2 =(stateno = [0,20]) || stateno = 52 && time = 3
var(2) = 0
ignorehitpause = 1

[State -2]
type = varset
trigger1 = (Stateno != [1000,1099]) && (Stateno != [3000,3099])
trigger2 = MoveType = H
var(3) = 0

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

;Septimo Sentido 

;Face Right
[State -2, faceVar] 
type = VarSet
triggerall = Var(51) != 2
trigger1 = Facing = 1
v = 51
value = 1

;Face Left
[State -2, faceVar] 
type = VarSet
triggerall = Var(51) != 2
trigger1 = Facing = -1
v = 51
value = 2

;Right
[State -2 ,2]
type = Explod
triggerAll = Var(51) = 1
trigger1 = StateNo = 2000
trigger1 = Time = 15
anim = 7020
postype = p1
pos = 0,-30
sprpriority = 5
ownpal = 1
persistent = 0
removeongethit = 0
supermove = 1

;Left 
[State -2 ,2]
type = Explod
triggerAll = Var(51) = 2
trigger1 = StateNo = 2000
trigger1 = Time = 15
anim = 77020
postype = p1
pos = 0,-30
sprpriority = 5
ownpal = 1
persistent = 0
removeongethit = 0
supermove = 1


[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 = 10,10,10
sinadd = 0,0,148,128


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

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


;---------------------------------
;      Basic Moves
;---------------------------------

;Combo 1

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

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 200) 
trigger1 = (movecontact)
value = 260

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

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 210) 
trigger1 = (movecontact)
value = 220

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 220) 
trigger1 = (movecontact)
value = 270

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

;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 = 285

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 285) 
trigger1 = (movecontact)
value = 240

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 240) 
trigger1 = (movecontact)
value = 280

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 280) 
trigger1 = (movecontact)
value = 250

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 250) 
trigger1 = (movecontact)
value = 295

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

;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 = 432

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 432) 
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 = 610) 
trigger1 = (movecontact)
value = 650

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 640) 
trigger1 = (movecontact)
value = 620

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

;combo multiple

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 240) 
trigger1 = (movecontact)
value = 1900

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 250) 
trigger1 = (movecontact)
value = 1900

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 240) 
trigger1 = (movecontact)
value = 1900

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 220) 
trigger1 = (movecontact)
value = 1900

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 280) 
trigger1 = (movecontact)
value = 1900

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 260) 
trigger1 = (movecontact)
value = 1900

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

;codazo

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 210) 
trigger1 = (movecontact)
value = 1201

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 240) 
trigger1 = (movecontact)
value = 1201

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 200) 
trigger1 = (movecontact)
value = 1200

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 230) 
trigger1 = (movecontact)
value = 1200

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1200) 
trigger1 = (movecontact)
value = 270

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1201) 
trigger1 = (movecontact)
value = 270

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1200) 
trigger1 = (movecontact)
value = 1600

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1200) 
trigger1 = (movecontact)
value = 1820

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1201) 
trigger1 = (movecontact)
value = 1600

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1201) 
trigger1 = (movecontact)
value = 1820

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

; mini meteoros y cometa

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1000) 
trigger1 = (movecontact)
value = 1010

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1000) 
trigger1 = (movecontact)
value = 1040

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1010) 
trigger1 = (movecontact)
value = 1040

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1010) 
trigger1 = (movecontact)
value = 1000

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1040) 
trigger1 = (movecontact)
value = 1010

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1040) 
trigger1 = (movecontact)
value = 1000

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1010) 
trigger1 = (movecontact)
value = 1020

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1000) 
trigger1 = (movecontact)
value = 1020

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1040) 
trigger1 = (movecontact)
value = 1020

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

;patada voladora alada

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1080) 
trigger1 = (movecontact)
value = 700

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1085) 
trigger1 = (movecontact)
value = 700

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1086) 
trigger1 = (movecontact)
value = 700

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

;barrida

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1500) 
trigger1 = (movecontact)
value = 1600

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1500) 
trigger1 = (movecontact)
value = 1550

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


[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1200) 
trigger1 = (movecontact)
value = 1701

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1201) 
trigger1 = (movecontact)
value = 1710

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1201) 
trigger1 = (movecontact)
value = 1700

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1200) 
trigger1 = (movecontact)
value = 1700

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 250) 
trigger1 = (movecontact)
value = 1701

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 220) 
trigger1 = (movecontact)
value = 1710

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 280) 
trigger1 = (movecontact)
value = 1700

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

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

;combinacion con gancho

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 200) 
trigger1 = (movecontact)
value = 1800

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 210) 
trigger1 = (movecontact)
value = 1810

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 220) 
trigger1 = (movecontact)
value = 1820

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 230) 
trigger1 = (movecontact)
value = 1800

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 240) 
trigger1 = (movecontact)
value = 1810

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 250) 
trigger1 = (movecontact)
value = 1820

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 260) 
trigger1 = (movecontact)
value = 1810

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 285) 
trigger1 = (movecontact)
value = 1810

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 280) 
trigger1 = (movecontact)
value = 1820

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1201) 
trigger1 = (movecontact)
value = 1810

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1200) 
trigger1 = (movecontact)
value = 1820

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (stateno = 1500) 
trigger1 = (movecontact)
value = 1800

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


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

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

;Mega Block
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (random = [50, 100])
trigger1 = (P2bodydist X <= 70) && (prevstateno != 5120) && (p2movetype = A)
value = 1400

;Patada Voladora Alada
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = A) && (ctrl) && (random = [100, 350])
trigger1 = (p2bodydist X <= 200) && (prevstateno != 5120)
value = 700

;Patada voladora misil vertical
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = A) && (p2statetype = A) && (ctrl) && (random = [150, 600])
trigger1 = (P2bodydist X <= 70) && (prevstateno != 5120) && (p2movetype != I) 
value = 1100

;Mini meteor aire
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = A) && (ctrl) && (random = [100, 200])
trigger1 = (p2bodydist X <= 200) && (prevstateno != 5120)
value = 1080

;Mini meteor aire
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = A) && (ctrl) && (random = [300, 400])
trigger1 = (p2bodydist X <= 200) && (prevstateno != 5120)
value = 1085

;Mini meteor aire
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = A) && (ctrl) && (random = [400, 500])
trigger1 = (p2bodydist X <= 200) && (prevstateno != 5120)
value = 1086

;Mini meteor 
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (random = [200, 250])
trigger1 = (P2bodydist X >= 150) && (prevstateno != 5120) && (p2movetype != H) 
value = 1000

;Mini meteor 2
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (random = [250, 300])
trigger1 = (P2bodydist X >= 200) && (prevstateno != 5120) && (p2movetype != H) 
value = 1010

;Mini meteor 3 Agachado
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) &&  (ctrl) && (random = [250, 300])
trigger1 = (P2bodydist X >= 150) && (prevstateno != 5120) && (p2movetype != H) 
value = 1040

;Mini Cometa Pegaso
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (p2statetype != L)
trigger1 = (p2bodydist X >= 175) && (power >= 250) && (random = [500,600])
value = 1020

;Gancho Devil
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (random = [300, 350])
trigger1 = (P2bodydist X <= 50) && (prevstateno != 5120) && (p2movetype != H) 
value = 1800

;Gancho Medio 
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (random = [351, 400])
trigger1 = (P2bodydist X <= 50) && (prevstateno != 5120) && (p2movetype != H) 
value = 1810

;Gancho Fuerte 
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (random = [401, 450])
trigger1 = (P2bodydist X <= 50) && (prevstateno != 5120) && (p2movetype != H) 
value = 1820

;Codazo simple
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (random = [300, 350])
trigger1 = (P2bodydist X <= 90) && (prevstateno != 5120) && (p2movetype != H) 
value = 1201

;Codazo doble
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (random = [350, 400])
trigger1 = (P2bodydist X <= 90) && (prevstateno != 5120) && (p2movetype != H) 
value = 1200

;Golpe y Barrida
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (random = [400, 450])
trigger1 = (P2bodydist X <= 150) && (prevstateno != 5120) && (p2movetype != H) 
value = 1550

;Barrida
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (random = [451, 500])
trigger1 = (P2bodydist X <= 150) && (prevstateno != 5120) && (p2movetype != H) 
value = 1500

;combo multiple y variable
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (random = [450, 550])
trigger1 = (P2bodydist X <= 100) && (prevstateno != 5120) && (p2movetype != H) 
value = 1900

;Combo Patada Voladora
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (random = [500, 550])
trigger1 = (P2bodydist X <= 70) && (prevstateno != 5120) && (p2movetype != H) 
value = 1600

;Patada Pegaso 
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (random = [400, 500])
trigger1 = (P2bodydist X <= 100) && (prevstateno != 5120) && (p2movetype != H) 
value = 1700

;Patada Pegaso con meteoros
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (random = [600, 700])
trigger1 = (P2bodydist X <= 100) && (prevstateno != 5120) && (p2movetype != H) 
value = 1710

;Agarre 1
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (p2statetype = S)
trigger1 = (p2bodydist X <= 70) && (P2MoveType !=A) && (random = [600,700])
value = 800

;Agarre 2
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (p2statetype = S)
trigger1 = (p2bodydist X <= 70) && (P2MoveType !=A) && (random = [700,800])
value = 900

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



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

;cometa pegaso aereo
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = A) && (ctrl) && (p2statetype != L)&& (p2statetype != A)
trigger1 = (p2bodydist X <= 200) && (power >= 1000) && (random = [300,550])
value = 3100

;Meteoros de Pegaso Aereo, desde el aire
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = A) && (ctrl) && (p2statetype != L)
trigger1 = (p2bodydist X <= 200) && (power >= 2000) && (random = [700,850])
value = 3300

;Septimo Sentido
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (p2statetype != L)
trigger1 = (p2bodydist X >= 250) && (power >= 3000) && (random = [500,650])
value = 2000

;Meteoros de Pegaso en Moviniento
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (p2statetype != L)
trigger1 = (p2bodydist X >= 150) && (power >= 1000) && (random = [500,700])
value = 3000

;Meteoros de Pegaso en el Mismo lugar
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (p2statetype != L)
trigger1 = (p2bodydist X >= 90) && (power >= 2000) && (random = [700,900])
value = 3200

;Cometa Pegaso
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (p2statetype != L)
trigger1 = (p2bodydist X >= 90) && (power >= 3000) && (random = [550,750])
value = 3400


;Impacto Rodante de Pegaso
[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (p2statetype != A) && (p2statetype != L)
trigger1 = (p2bodydist X <= 50) && (P2MoveType !=A) && (power >= 1000) && (random = [600,800])
value = 3600

[State -2]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (random = [100, 350])
trigger1 = (P2bodydist X >= 90) && (prevstateno != 5120) && (power >= 1000) && (p2movetype != H) 
value = 3691

;Flecha Dorada de Sagitario 
[State -2]
type = changestate
Triggerall = (roundstate = 2) && (P2StateType != L)
triggerall = (var(10) = 0) && (var(59) != 0) && (statetype = S) && (ctrl)
trigger1 = (p2bodydist X >= 100) && (power >= 3000) && (p2life <= 250) && (random = [700,900])
value = 3700

;Escudo de Athena
[State -2]
type = changestate
Triggerall = (roundstate = 2) && (P2StateType != L)
triggerall = (var(10) = 0) && (var(59) != 0) && (statetype = S) && (life <= 250) && (ctrl)
trigger1 = (p2bodydist X >= 150) && (power >= 3000) && (random = [650,900])
value = 3800














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

[Statedef -3]


[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 (4) = 1
TRIGGER1=STATENO !=0
ID = 4

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

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

[State -3,remove]
type = RemoveExplod
trigger1 = stateno != 700
ID = 7021

[State -3,remove]
type = RemoveExplod
trigger1 = stateno != 1100
ID = 7029

[State -3,remove]
type = RemoveExplod
trigger1 = stateno != 1100
ID = 70211

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

;Efectos de golpe

[State -3]
type = Explod
triggerall = stateno = 200
Trigger1 = Movehit = 1
anim = 7000
pos = 85,-85
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 200
Trigger1 = moveguarded = 1
anim = 7041
pos = 85,-83
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1


[State -3]
type = Explod
triggerall = stateno = 260
Trigger1 = Movehit = 1
anim = 7000
pos = 85,-80
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 260
Trigger1 = moveguarded = 1
anim = 7041
pos = 85,-80
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1


[State -3]
type = Explod
triggerall = stateno = 210
Trigger1 = Movehit = 1
anim = 7001+(random%2)
pos = 95,-80
postype = P1
scale = 0.80,0.80
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 210
Trigger1 = moveguarded = 1
anim = 7041
pos = 95,-80
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 220
Trigger1 = Movehit = 1
anim = 7704
pos = 100,-88
postype = P1
scale = 0.90,0.90
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 220
Trigger1 = moveguarded = 1
anim = 7041
pos = 100,-88
postype = P1
scale = 0.60,0.60
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1


[State -3]
type = Explod
triggerall = stateno = 270
Trigger1 = Movehit = 1
anim = 7003+(random%2)
pos = 100,-72
postype = P1
scale = 0.90,0.90
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 270
Trigger1 = moveguarded = 1
anim = 7041
pos = 100,-72
postype = P1
scale = 0.60,0.60
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 230
Trigger1 = Movehit = 1
anim = 7000
pos = 60,-90
postype = P1
scale = 0.90,0.90
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 230
Trigger1 = moveguarded = 1
anim = 7041
pos = 60,-90
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 285
Trigger1 = Movehit = 1
anim = 7000
pos = 45,-65
postype = P1
scale = 0.90,0.90
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 285
Trigger1 = moveguarded = 1
anim = 7041
pos = 45,-65
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1


[State -3]
type = Explod
triggerall = stateno = 240
Trigger1 = Movehit = 1
anim = 7001+(random%2)
pos = 85,-65
postype = P1
scale = 0.80,0.80
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 240
Trigger1 = moveguarded = 1
anim = 7041
pos = 105,-65
postype = P1
scale = 0.50,0.50
sprpriority = 2
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 280
Trigger1 = Movehit = 1
anim = 7001+(random%2)
pos = 60,-90
postype = P1
scale = 0.80,0.80
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 280
Trigger1 = moveguarded = 1
anim = 7041
pos = 60,-90
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 250
Trigger1 = Movehit = 1
anim = 7003+(random%2)
pos = 95,-85
postype = P1
scale = 0.90,0.90
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 250
Trigger1 = moveguarded = 1
anim = 7041
pos = 110,-85
postype = P1
scale = 0.60,0.60
sprpriority = 2
ownpal = 0
bindtime = 1
supermove = 1


[State -3]
type = Explod
triggerall = stateno = 295 
triggerall = time >= 31
Trigger1 = Movehit = 1 
anim = 7003+(random%2)
pos = 95,-85
postype = P1
scale = 0.90,0.90
sprpriority = 1
ownpal = 0
bindtime = -1
supermove = 1
removetime = 10

[State -3]
type = Explod
triggerall = stateno = 295 
triggerall = time >= 31
Trigger1 = moveguarded = 1
anim = 7041
pos = 95,-85
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = -1
supermove = 1
removetime = 10

[State -3]
type = Explod
triggerall = stateno = 295 
triggerall = time <= 30
Trigger1 = Movehit = 1 
anim = 7000
pos = 85,-85
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 295 
triggerall = time <= 30
Trigger1 = moveguarded = 1
anim = 7041
pos = 85,-85
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1


[State 0, Shunshunrikka]
type           = Helper
triggerall     = Numhelper(100) = 0
triggerall = stateno = 290
Trigger1 = Movehit = 1 
helpertype     = normal
name           = "hit"
ID             = 100
stateno        = 14460
pos            = 0,-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 = 400
Trigger1 = Movehit = 1
anim = 7000
pos = 50,-60
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 400
Trigger1 = moveguarded = 1
anim = 7041
pos = 50,-60
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 410
Trigger1 = Movehit = 1
anim = 7001+(random%2)
pos = 60,-55
postype = P1
scale = 0.80,0.80
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 410
Trigger1 = moveguarded = 1
anim = 7041
pos = 60,-55
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 420
Trigger1 = Movehit = 1
anim = 7003+(random%2)
pos = 57,-55
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 420
Trigger1 = moveguarded = 1
anim = 7041
pos = 57,-55
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 430
Trigger1 = Movehit = 1
anim = 7000
pos = 50,-5
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 430
Trigger1 = moveguarded = 1
anim = 7041
pos = 50,-5
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 440
Trigger1 = Movehit = 1
anim = 7001+(random%2)
pos = 60,-5
postype = P1
scale = 0.80,0.80
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 440
Trigger1 = moveguarded = 1
anim = 7041
pos = 60,-5
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 450
Trigger1 = Movehit = 1
anim = 7003+(random%2)
pos = 57,-5
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 450
Trigger1 = moveguarded = 1
anim = 7041
pos = 57,-5
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1
;---------------------------

[State -3]
type = Explod
triggerall = stateno = 600
Trigger1 = Movehit = 1
anim = 7000
pos = 60,-40
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 600
Trigger1 = moveguarded = 1
anim = 7041
pos = 60,-40
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 610
Trigger1 = Movehit = 1
anim = 7001+(random%2)
pos = 60,-95
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 610
Trigger1 = moveguarded = 1
anim = 7041
pos = 60,-95
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 620
Trigger1 = Movehit = 1
anim = 7003+(random%2)
pos = 60,-30
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 620
Trigger1 = moveguarded = 1
anim = 7041
pos = 60,-30
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 660
Trigger1 = Movehit = 1
anim = 7003+(random%2)
pos = 60,-65
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 660
Trigger1 = moveguarded = 1
anim = 7041
pos = 60,-65
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1


[State -3]
type = Explod
triggerall = stateno = 630
Trigger1 = Movehit = 1
anim = 7000
pos = 60,-80
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 630
Trigger1 = moveguarded = 1
anim = 7041
pos = 60,-80
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 640
Trigger1 = Movehit = 1
anim = 7001+(random%2)
pos = 60,-50
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 640
Trigger1 = moveguarded = 1
anim = 7041
pos = 60,-50
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 650
Trigger1 = Movehit = 1
anim = 7003+(random%2)
pos = 60,-80
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 650
Trigger1 = moveguarded = 1
anim = 7041
pos = 60,-80
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 670
Trigger1 = Movehit = 1
anim = 7003+(random%2)
pos = 70,-50
postype = P1
scale = 0.85,0.85
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

[State -3]
type = Explod
triggerall = stateno = 670
Trigger1 = moveguarded = 1
anim = 7041
pos = 70,-50
postype = P1
scale = 0.50,0.50
sprpriority = 1
ownpal = 0
bindtime = 1
supermove = 1

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

;Efecto de rebote contra la pared

[State 0, Shunshunrikka]
type           = Helper
triggerall     = Numhelper(100) = 0
trigger1       = P2StateNo = 852 || P2StateNo = 1027 ;|| P2StateNo = 596002
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

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

,alas en el super Salto

[State -3, AirJump]
type = Explod
triggerall = stateno = 45
trigger1 = time = 1
anim = 70210
pos = 20,10
postype = p1
sprpriority = -3
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

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

[State -3, RUN_FWD]
type = Explod
triggerall = stateno = 100
trigger1 = AnimElem = 2
pos = 20,0
anim = 7012
sprpriority = 5
supermove = 1
removeongethit = 1
ownpal = 1
bindtime = -1

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

[State -3, RUN_FWD]
type = Explod
triggerall = stateno = 1900
trigger1 = time = 6
trigger2 = time = 26
trigger3 = time = 46
pos = 10,0
anim = 7012
sprpriority = 5
supermove = 1
removeongethit = 1
ownpal = 1
bindtime = -1

[State -3, RUN_FWD]
type = Explod
triggerall = stateno = 1910
trigger1 = time = 0
trigger2 = time = 15
pos = 10,0
anim = 7012
sprpriority = 5
supermove = 1
removeongethit = 1
ownpal = 1
bindtime = -1

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

[State -3, remove]
type = RemoveExplod
triggerall = NumExplod(7032) >= 1
trigger1 = stateno != 3100
ID = 7032

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

[State -3, remove]
type = RemoveExplod
triggerall = stateno != [3100,3101]
trigger1 = time = 1
ID = 7033

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

[State -3, remove]
type = RemoveExplod
triggerall = stateno != [3100,3101]
trigger1 = time = 1
ID = 7034

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

[State -3, remove]
type = RemoveExplod
triggerall = stateno != 700
trigger1 = time = 1
ID = 7073

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

[State -3, remove]
type = RemoveExplod
triggerall = stateno != 1100
trigger1 = time = 1
ID = 7074

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

[State -3, remove]
type = RemoveExplod
triggerall = NumExplod(740001) >= 1
trigger1 = stateno != 1402
ID = 740001

;-------------------------------------
[State -3,] 
type = AssertSpecial
triggerall = stateno = [3200,3210]
trigger1 = time > 0
flag = nomusic
persistent = 1
supermove = 1

[State -3,] 
type = AssertSpecial
triggerall = stateno = 3800
trigger1 = time > 0
flag = nomusic
persistent = 1
supermove = 1
ignorehitpause = 1

[State -3,] 
type = AssertSpecial
triggerall = stateno = [3700,3720]
trigger1 = time > 0
flag = nomusic
persistent = 1
supermove = 1

[State -3,] 
type = AssertSpecial
triggerall = stateno = 3400
trigger1 = time > 0
flag = nomusic
persistent = 1
supermove = 1


[State -3,] 
type = AssertSpecial
triggerall = stateno = 3410
trigger1 = time < 135
flag = nomusic
persistent = 1
supermove = 1

[State -3,] 
type = AssertSpecial
triggerall = stateno = 3500
trigger1 = time > 0
flag = nomusic
persistent = 1
supermove = 1

[State -3,] 
type = AssertSpecial
triggerall = stateno = [3600,3640]
trigger1 = time > 0
flag = nomusic
persistent = 1
supermove = 1

[State -3,] 
type = AssertSpecial
triggerall = stateno = 3300
trigger1 = time > 0
flag = nomusic
persistent = 1
supermove = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;------------------                                       ------------------
;------------------      Fin de la codificacion           ------------------
;------------------                                       ------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------