;------------------------------------------------
;Archivo CNS del Caballero de la llama

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

[Data]

life = 1000
attack = 100
defence = 100
power = 3000
fall.defence_up = 55
liedown.time = 60
airjuggle = 15
sparkno = -1
guard.sparkno = -1
KO.echo = 0
volume = 255
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale=.92
yscale=.97
ground.back=15
ground.front=16
air.back=12
air.front=12
height=60
attack.width=0
attack.dist=160
proj.attack.dist=90
proj.doscale=0
head.pos = -5, -90
mid.pos = -5, -60
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 2.6
walk.back = -2.2
run.fwd  = 6, 0
run.back = -4.5,-3.8
jump.neu = 0,-9
jump.back = -2.55
jump.fwd = 3
runjump.back = -2.55,-8.1
runjump.fwd = 4,-8.1
airjump.neu = 0,-9
airjump.back = -2.7
airjump.fwd = 2.7


[Movement]
airjump.num = 1
airjump.height = 35
yaccel = .44
stand.friction = .85
crouch.friction = .82
;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

;Standing Normal
[State 0, 1.1]
type = ChangeAnim
triggerall = life > 300
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

;Standing Rage
[State 0, 1.1]
type = ChangeAnim
triggerall = life < 300
trigger1 = Anim != 1 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 1

;Cosmos Standing Normal
[State 0, 4.1]
type = Explod
triggerall = life > 300
triggerall = power >= 3000
triggerall = NumExplod(2) = 0
triggerall = stateno = 0
trigger1 = Time = 0
anim = 2
id = 2
scale = 0.92,0.97
pos = 0,0
postype = p1
sprpriority = -2
removetime = -1
bindtime = -1
ownpal = 1
supermove = 1
removeongethit = 1

;Cosmos Standing Rage
[State 0, 4.2]
type = Explod
triggerall = life < 300
triggerall = power >= 3000
triggerall = NumExplod(3) = 0
triggerall = stateno = 0
trigger1 = Time = 0
anim = 3
id = 3
scale = 0.92,0.97
pos = 0,0
postype = p1
sprpriority = -2
removetime = -1
bindtime = -1
ownpal = 1
supermove = 1
removeongethit = 1

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

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

;cosmosound
[State 0, 4]
type = PlaySnd
triggerall = power >= 3000
trigger1 = Time = 0
value = 2115, 1

[State 0, 1]
type=destroyself
trigger1=ishelper

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

[State 0, 5] ;Are you floating?
type = ChangeState
trigger1 = pos y < 0
value = 50

[State 0 , 5]
type = NotHitBy
trigger1 = prevstateno = 5220 && time = 1
value = SCA
time = 1

;-----------------------------------
[Statedef 170]
type = S
anim = 541


[State 170, 1-0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,13

[State 170, 1-1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 240,0

[State 170, 1-2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 240,0

[State 170, 2]
type = AssertSpecial
trigger1 = Time = [0,270]
flag = RoundNotOver


[State 170, 2]
type = Explod
trigger1 = AnimElem = 2
pos = 50,-115
anim = 1005
sprpriority = -1
supermove = 1
removeongethit = 2
ownpal = 1
scale = 1.4,1.4



; Victorias
[Statedef 180]
type = S
velset = 0

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

[State 180 , 2]
type = ChangeState
trigger1 = command = "hold_a"
trigger1 = RoundNo = 1
value = 181

[State 180 , 3]
type = ChangeState
trigger1 = command = "hold_b"
trigger1 = RoundNo = 2
value = 182

[State 180 , 4]
type = ChangeState
trigger1 = command = "hold_c"
trigger1 = RoundNo = 3
value = 183

[State 180 , 5]
type = ChangeState
trigger1 = command = "hold_x"
trigger1 = RoundNo = 1
value = 181

[State 180 , 6]
type = ChangeState
trigger1 = command = "hold_y"
trigger1 = RoundNo = 2
value = 182

[State 180 , 6]
type = ChangeState
trigger1 = command = "hold_z"
trigger1 = RoundNo = 3
value = 183

[State 180 , 7]
type = ChangeState
trigger1 = Var(2) = [0,19]
value = 181

[State 180 , 8]
type = ChangeState
trigger1 = Var(2) = [20,39]
value = 182

[State 180 , 9]
type = ChangeState
trigger1 = Var(2) = [40,59]
value = 183

[State 180 , 9]
type = ChangeState
trigger1 = Var(2) = [60,79]
value = 183

;---------------------------------------------------------------------------
; Victoria 1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

[State 182, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 180,1

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 182 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State ***, PlaySnd]
type = PlaySnd ; tipo sonido
trigger1 = time = 1
value = S3000,1 
volume = 9000 ; volumen
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Victoria 2
[Statedef 182]
type = S
ctrl = 0
anim = 3714
velset = 0,0,0

[State 182, 1]
type = PlaySnd
trigger1 = AnimTime = 0
value = 180,2

[State 182, 2]
type = NotHitBy
trigger1 = AnimTime = 0

value = SCA
time = 1

[State 182 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State ***, PlaySnd]
type = PlaySnd ; tipo sonido
trigger1 = time = 1
value = S3000,12 
volume = 9000 ; volumen
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =
;---------------------------------------------------------------------------
; Victoria 3
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0,0

[State 183, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 180,5

[State 183, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 180,10

[State 183, 2]
type = Projectile
trigger1 = AnimElem = 6
projanim = 184
projremanim = 185
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 0,0
velocity = 0.001, 0.001
accel = 0, 0
projremovetime = 136
sprpriority = 1

[State 183, 3]
type = PlaySnd
trigger1 = AnimElem = 6
value = 180,7

[State 183, 4]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 183 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0


type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State ***, PlaySnd]
type = PlaySnd ; tipo sonido
trigger1 = time = 1
value = S3000,23 
volume = 9000 ; volumen
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 190, var]
type = VarRandom
trigger1 = Time = 0
v = 5
range = 0,99


[State 190 , state]
type = ChangeState
trigger1 = Var(5) = [20,40]
value = 189


[State 190 , state]
type = ChangeState
trigger1 = Var(5) = [41,70]
value = 192


[State 190 , state]
type = ChangeState
trigger1 = Var(5) = [71,99]
value = 3005


[State 190 , state]
type = ChangeState
trigger1 = Var(5) = [80,99]
value = 190



[State 190, CONSTELACION DE LLAMA]
type = Explod
trigger1 = AnimElem = 1
pos = -15,10
anim = 4001
sprpriority = -3
removetime = 180
scale = 0.7,0.7





; Intro  ARMADURA DE LLAMA

[State 191, 0]
type = AssertSpecial
trigger1 = Time = [0,780]
flag = Intro

[State 700, ex]
type = Explod
trigger1 = AnimElem = 1
anim = 1013
ID = 5545
pos = -10,0
postype = p1
sprpriority = 0
removetime = 120
bindtime = 1
ownpal = 1
removeongethit = 1
supermove =-1


[State 191, 1]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 33
value = 184, 1

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 35
value = 180, 1

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 61
value = 3000, 9

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 64
value = 3000, 8

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 4	
value = 3000, 10
channel = 4

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 45
value = 440, 1

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 25
value = 630, 1

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 20
value = 180, 7

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 68
value = 3000, 8

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 73
value = 3000, 8

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 76
value = 3000, 8

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 79
value = 3000, 8

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 83
value = 3000, 8

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 87
value = 440, 1

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 1
value = 3000, 11

[State 191, 3] ;Intro over, set v9 to 0
type = VarSet
trigger1 = Time = 65
v = 9
value = 0

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

[State 3005, 2]
type = Explod
trigger1 = time =0
anim = 2006
scale = 0.8,0.8
sprpriority = -3
postype = back
bindtime = -1
pos = 0,0
supermove =1
supermovetime =0
removetime = 810
id = 5546
removeongethit = 1

[State 3005, 2]
type = Explod
trigger1 = AnimElem = 2
pos = -74,-200
anim = 2009
sprpriority = -1
supermove = 1
removeongethit = 2
ownpal = 1
scale = 0.9,0.9

;----------------------------------
; Intro  TATSUMI

[Statedef 189]
type = S
trigger1 = AnimElem = 1
anim = 189
ID = 5545
pos = -10,0
postype = p1
sprpriority = 0
removetime = 120
bindtime = 1
ownpal = 1
removeongethit = 1
supermove =-1


[State 189, 0]
type = AssertSpecial
trigger1 = Time = [0,820]
flag = Intro

[State 189, 1]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 189, snd]
type = PlaySnd
trigger1 = animElem = 4
value = 180,2

[State 189, 2]
type = PlaySnd
trigger1 = animElem = 5
value = 181,1
channel = 3


[State 189, 3]
type = Explod
trigger1 = animelem = 5
anim = 7734
;ontop = 1
scale = 1,1
sprpriority = -1
postype = p1
removetime = 90
id =7734
removeongethit = 1

[State 189, 4]
type = PlaySnd
trigger1 = animElem = 6
value = 0,002

[State 189, 5]
type = RemoveExplod
trigger1 = animelem = 10
ID = 7734

[State 189, 1-6]
type = PlaySnd
trigger1 = animElem = 11
value = 0,002

[State 189, 9]
type = null
trigger1 = AnimTime = 0
value = 0
ctrl = 0


[State 189, snd]
type = PlaySnd
trigger1 = animElem = 1
value = 3000,11

[State 3005, 2]
type = Explod
trigger1 = time =0
anim = 2006
scale = 1.2,1.2
sprpriority = -3
postype = back
bindtime = -1
pos = 0,0
supermove =1
supermovetime =0
removetime = 800
id = 5546
removeongethit = 1


[State 3005, 2]
type = Explod
trigger1 = AnimElem = 1
pos = -20,-75
anim = 2012
sprpriority = 5
supermove = 1
removeongethit = 1
ownpal = 1
scale = 0.9,0.9



[State 3005, 2]
type = Explod
trigger1 = AnimElem = 1
pos = 70,-80
anim = 2011
sprpriority = -1
supermove = 1
removeongethit = 2
ownpal = 1
scale = 0.8,0.8

;----------------------------------
; Intro GIGAS y SHAORI


[Statedef 192]
type = S
anim = 192

[State 192 , 1]
type = AssertSpecial
trigger1 = Time = [0,911]
flag = Intro

[State 192 , 2]
type = PlaySnd
trigger1 = AnimElem = 17
value = 191,0

[State 192 , 3]
type = PlaySnd
trigger1 = AnimElem = 29
value = 192,0

[State 192 , 4]
type = PlaySnd
trigger1 = AnimElem = 43
value = 192,1

[State 192 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 7
value = 3000, 2
channel = 2

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 23
value = 3000, 14
channel = 2


[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 21
value = 3000, 22
channel = 2

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 1
value = 3000, 11
channel = 2

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 1
value = 100, 0
channel = 2


[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 2
value = 100, 1
channel = 2


[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 3
value = 100, 0
channel = 2


[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 4
value = 100, 1
channel = 2



[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 33
value = 3000, 21
channel = 2

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 35
value = 3000, 20
channel = 2



[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 38
value = 100, 0
channel = 2


[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 39
value = 100, 1
channel = 2


[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 40
value = 100, 0
channel = 2


[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 41
value = 100, 1
channel = 2


[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 42
value = 100, 0
channel = 2



[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 43
value = 100, 1
channel = 2



[State 192]
type = Explod
trigger1 = time =0
anim = 2006
scale = 1,1
sprpriority = -3
postype = back
bindtime = -1
pos = 0,0
supermove =1
supermovetime =0
removetime = 700
id = 5546
removeongethit = 1


[State 192, ATHENA]
type = Explod
trigger1 = AnimElem = 1
pos = 150,8
anim = 3007
sprpriority = 2
removetime = 800
scale = 1,1


;----------------------------------
; Intro LA HISTORIA DE LLAMA


[Statedef 3005]
type = S
anim = 3005

[State 3005 , 1]
type = AssertSpecial
trigger1 = Time = [0,2000]
flag = Intro

[State 3005 , 2]
type = PlaySnd
trigger1 = AnimElem = 17
value = 191,0

[State 3005 , 3]
type = PlaySnd
trigger1 = AnimElem = 29
value = 192,0

[State 3005 , 4]
type = PlaySnd
trigger1 = AnimElem = 43
value = 192,1

[State 3005 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 3005, 2]
type = PlaySnd
trigger1 = Animelem = 4
value = 3000, 3
channel = 5

[State 3005, 2]
type = PlaySnd
trigger1 = Animelem = 32
value = 3000, 15
channel = 5

[State 3005, 2]
type = PlaySnd
trigger1 = Animelem = 93
value = 100, 0
channel = 5


[State 3005, 2]
type = PlaySnd
trigger1 = Animelem = 94
value = 100, 1
channel = 5


[State 3005, 2]
type = PlaySnd
trigger1 = Animelem = 95
value = 100, 0
channel = 5


[State 3005, 2]
type = PlaySnd
trigger1 = Animelem = 96
value = 100, 1
channel = 5

[State 3005, 2]
type = PlaySnd
trigger1 = Animelem = 97
value = 100, 0
channel = 5

[State 3005, 2]
type = Explod
trigger1 = AnimElem = 1
pos = -15,10
anim = 3006
sprpriority = -3
removetime = 1380
scale = 0.8,0.8

[State 3005, 2]
type = Explod
trigger1 = time =0
anim = 2004
scale = 1,1
sprpriority = -3
postype = back
bindtime = -1
pos = 0,0
supermove =1
supermovetime =0
removetime = 1380
id = 5546
removeongethit = 1
;------------------------------------
; Provocar
[Statedef 199]
type = S
movetype = I
physics = S
anim = 1992
velset = 0
ctrl = 0

[State 199 , 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 199,0

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

[State 195,ctrl ]
type = CtrlSet
trigger1 = time > 50
value = 1

[State 195,ctrl ]
type = changestate
trigger1 = time = 130
value = 0
ctrl = 1
;-----------------------------------------------

; Carga especial
[Statedef 30]
type = S
movetype = I
physics = S
anim = 730000 
velset = 0, 0
sprpriority = 1
ctrl = 0

[State 30, LLAMA CON FUEGO]
type = explod
trigger1 = animtime =0
anim = 4005
scale = 1,1
sprpriority = -1
postype = back
bindtime = 30
pos = 255,185
supermove =1
supermovetime =0
removetime = 50
id = 16
removeongethit = 1
scale = 1.12,1.12
time = 537

[State 31, 3]
type = ChangeState
trigger1 = animtime =0
value = 31
ctrl = 0

[Statedef 31]
type = S
movetype = I
physics = S
anim = 32 
velset = 0, 0
sprpriority = 1
ctrl = 0

[State 31 , 1-2]
type = playsnd
trigger1 = animelem = 3
value = 228,1

[State 31 , 0-1]
type = Explod
trigger1 = animelem = 2
id = 31  
anim = 30 
sprpriority = 6
postype =p1
pos = 0,0
removeongethit =1
bindtime = 1
ownpal = 1
supermove = 1

[State 31 , 0-1]
type = Explod
trigger1 = animelem = 2
id = 31
anim = 34
sprpriority = -1
postype =p1
pos = 0,0
removeongethit =1
bindtime = 1
ownpal = 1
supermove = 1

[State 31 , 1-1]
type = playsnd
trigger1 = animelem = 1
trigger2 = animelem = 3
value = 1050,0

[State 31, Poweradd]
type = poweradd
trigger1 = animelem = 1
trigger2 = animelem = 3
value = 60

[State 31, 3]
type = ChangeState
trigger1 = command!= "wall1"
trigger1 = command!= "wall2"
value = 32
ctrl = 0

[State 31, 3]
type = ChangeState
trigger1 = power  >= 3000
value = 32
ctrl = 0



[Statedef 32]
type = S
movetype = I
physics = S
anim = 33 
velset = 0, 0
sprpriority = 1
ctrl = 0


[State 32, 3]
type = ChangeState
trigger1 = animtime =0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------
;super salto hacia arriba empezar
[Statedef 670]
type = S
movetype = I
physics = S
anim = 40
velset = 0, 0
sprpriority = 1
ctrl = 0


[State 660, 1]
type = VarSet
trigger1 = time = 0
v = 0
value = ifelse(command = "holdfwd", 1, ifelse(command = "holdback", -1, 0))


[State 660, 3]
type = PlaySnd
trigger1 = AnimTime = 0
value = 1, 5

[State 660, 4]
type = VelSet
trigger1 = AnimTime = 0
x = 2.25 * var(0)
y = -12.5


[State 660, 5]
type = Helper
trigger1 = AnimTime = 0
name = "Superjump FX Spawner"
ID = 840
stateno = 690
postype = p1
pos = 0, 0
ownpal = 1

[State 660, 6]
type = ChangeState 
trigger1 = AnimTime = 0
value = 680
ctrl = 1

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

; super salto neutro
[Statedef 680]
type = A
movetype = I
physics = A

[State 670, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = PrevStateNo = 660
value = 41

[State 670, 2]
type = ChangeAnim
trigger1 = time = 0
trigger1 = PrevStateNo != 660
trigger2 = Anim = 31 && AnimTime = 0
value = 43

[State 670, 3]
type = VelAdd
trigger1 = command = "holdfwd"
x = .1

[State 670, 4]
type = VelAdd
trigger1 = command = "holdback"
x = -.1


;---------------------------------------------------------------------------
; supersalto helper
[Statedef 690]
type = A
movetype = I
physics = N
anim = 9999

[State 680, 1]
type = BindToParent
trigger1 = time = 0
pos = 0, 0
time = 9999



[State 680, 4]
type = DestroySelf
trigger1 = Parent, Vel Y >= -1
trigger2 = time = 1000
:---------------------------------------------------------------------------------------
; Puño débil
[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
juggle = 1
velset = 0
ctrl = 0
sprpriority = 2


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

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

[State 200 , 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 30,3
getpower = 10
givepower = 5
animtype = light
guardflag = MA
sparkno = S7000
sparkxy = -10,-86
hitsound = S200,0
guardsound = S200,1
pausetime = 4,4
ground.hittime = 13
ground.type = high
ground.slidetime = 9
ground.velocity = -1
air.velocity = -3,-3

[State 200 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------
; Puño fuerte
[Statedef 201]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 201
sprpriority = 2

[State 220, 5]
type = AfterImage
trigger1 = time = 3
time = 10
FrameGap = 2
length = 12
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 220, polvere]
type = MakeDust
trigger1 = Time = 0
pos = -15,3
pos2 = -22,-3
spacing = 2

[State -3, RUN_FWD]
type = Explod
trigger1 = AnimElem = 1
pos = 25,0
anim = 6002
sprpriority = 5
supermove = 1
removeongethit = 1
ownpal = 1


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

[State 220, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 15


[State 220 , 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 60,6
getpower = 100
givepower = 50
animtype = hard
guardflag = HA
sparkxy = -10,-75
sparkno = S7002
guard.sparkno = S701600
hitsound = S240,0
guardsound = S200,1
pausetime = 10,5
ground.hittime = 19
ground.type = High
ground.slidetime = 19
ground.velocity = -5
air.velocity = -4,-3
fall = 1

[state 200, 2]
type = playsnd
triggerall = random < 250
trigger1 = time = 0
value = 300,3

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

;==========================================
;Puño medio
[Statedef 215]
type = S
movetype = A
physics = S
anim = 215
juggle = 1
velset = 0
ctrl = 0
sprpriority = 2

[State 215 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 240,3

[State 215 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,2

[State 215 , 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 60
animtype = hard
guardflag = MA
sparkxy = -10,-83
sparkno = S7001
hitsound = S210,0
guardsound = S200,1
pausetime = 8,11
ground.hittime = 19
ground.type = low
ground.slidetime = 19
ground.velocity = -6
air.velocity = -4,-3



[State 215 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Combo puños
[Statedef 8899]
type = S
movetype = A
physics = S
anim = 8899
juggle = 3
velset = 0
ctrl = 0

[State 8899 , 1-1]
type = PlaySnd
trigger1 = movehit = 1
value = 8899,1

[State 8899 , 1-2]
type = PlaySnd
trigger1 = AnimElem = 26 
value = 410,1

[State 8899 , 2-1]
type = HitDef
trigger1 = AnimElem = 3
priority = 5
attr = S, NA
damage = 12
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3

[State 8899 , 2-2]
type = HitDef
trigger1 = AnimElem = 6
priority = 5
attr = S, NA
damage = 12
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3

[State 8899 , 2-3]
type = HitDef
trigger1 = AnimElem = 9
priority = 5
attr = S, NA
damage = 12
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3

[State 8899 , 2-4]
type = HitDef
trigger1 = AnimElem = 12
priority = 5
attr = S, NA
damage = 12
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3

[State 8899 , 2-5]
type = HitDef
trigger1 = AnimElem = 15
priority = 5
attr = S, NA
damage = 12
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3

[State 8899 , 2-6]
type = HitDef
trigger1 = AnimElem = 18
priority = 5
attr = S, NA
damage = 12
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3

[State 8899 , 2-7]
type = HitDef
trigger1 = AnimElem = 21
priority = 5
attr = S, NA
damage = 12
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3

[State 8899 , 2-8]
type = HitDef
trigger1 = AnimElem = 26
;trigger1 = Var(9) = 1
attr = S, NA                     
damage    = 50                  
animtype = Heavy                 
getpower = 75,150                
givepower = 15,8                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
pausetime = 0,0                  
numhits = 1                      
sparkno = -1                     
guardsparkno = -1
sparkxy = -10,-70                
hitsound = -1                   
guardsound = 6,0                 
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -2.5, -9.5     
ground.cornerpush.veloff = -19
air.cornerpush.veloff = -19
airguard.velocity = -1, -1.3   
air.velocity = -2.5,-9.5       
envshake.time = 15
fall = 1
air.fall = 1
fall.recover = 0

[State 8899 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;Combo agachao
[Statedef 8898]
type = C
movetype = A
physics = C
anim = 8898
juggle = 3
velset = 0
ctrl = 0

[State 8898 , 1-1]
type = PlaySnd
trigger1 = movehit = 1
value = 8898,1

[State 8898 , 1-1]
type = PlaySnd
trigger1 = AnimElem = 19
value = 410,1

[State 8898 , 2-1]
type = HitDef
trigger1 = AnimElem = 3
priority = 5
attr = S, NA
damage = 20
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3

[State 8898 , 2-2]
type = HitDef
trigger1 = AnimElem = 7
priority = 5
attr = S, NA
damage = 20
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3

[State 8898 , 2-3]
type = HitDef
trigger1 = AnimElem = 12
priority = 5
attr = S, NA
damage = 25
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3

[State 8898 , 2-4]
type = HitDef
trigger1 = AnimElem = 19
attr = S, NA                     
damage    = 40                  
animtype = Heavy                 
getpower = 75,150                
givepower = 15,8                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
pausetime = 0,0                  
numhits = 1                      
sparkno = -1                     
guardsparkno = -1
sparkxy = -10,-70                
hitsound = -1                   
guardsound = 6,0                 
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -2.5, -9.5     
ground.cornerpush.veloff = -19
air.cornerpush.veloff = -19
airguard.velocity = -1, -1.3   
air.velocity = -2.5,-9.5       
envshake.time = 15
fall = 1
air.fall = 1
fall.recover = 0

[State 8898 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

; Patada débil
[Statedef 220]
type = S
movetype = A
physics = S
anim = 220
juggle = 4
velset = 0
ctrl = 0

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

[State 220 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 200,3

[State 220 , 3]
type = HitDef
trigger1 = Time = 0
priority = 4
attr = S, NA
damage = 35,4
getpower = 15
givepower = 7
animtype = Medium
guardflag = MA
sparkxy = -10,-75
sparkno = S7000
hitsound = S250,0
guardsound = S200,1
pausetime = 12,12
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 220 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------
; Bola de fuego
[Statedef 225]
type = S
movetype = A
physics = S
anim = 228
juggle = 3
velset = 0
ctrl = 0


[State 225, sonido]
type = PlaySnd
trigger1 = AnimElem = 4
value = 7210,0


[State 225, 1]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
ignorehitpause = 1
projanim = 3522
projhitanim = 3521
projscale = 0.85,0.85
offset = 0,-13
velocity = 10
damage = 100,15
animtype = Hard
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.velocity = -2.5,-5
projremove = 1
palfx.time = 54
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
air.fall = 1
fall.recover = 1


[State 225 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-----------------------------------------------
;  MOVIMIENTO SPECIAL CON AYUDA DE SOLDADOS
[Statedef 226]
type = S
movetype = A
physics = S
anim = 1992
juggle = 3
velset = 0
ctrl = 0
power = -500

[State 225, sonido]
type = PlaySnd
trigger1 = AnimElem = 5
value = 3000,16

[State 225, sonido]
type = PlaySnd
trigger1 = AnimElem = 9
value = 3000,17

[State 225, sonido]
type = PlaySnd
trigger1 = AnimElem = 9
value = 3000,18

[State 225, 1]
type = Explod
trigger1 = AnimElem = 1
pos = -20,-75
anim = 2000
sprpriority = 5
supermove = 1
removeongethit = 1
ownpal = 1
scale = 0.8,0.8


[State 225, 2]
type = Explod
trigger1 = AnimElem = 2
pos = 35,-95
anim = 2001
sprpriority = -1
supermove = 1
removeongethit = 2
ownpal = 1
scale = 0.9,0.9

[State 230 , 3]
type = HitDef
trigger1 = AnimElem = 15
attr = S, NA
damage = 60,3
getpower = 10
givepower = 5
animtype = light
guardflag = MA
sparkxy = -10,-53
sparkno = S7000
hitsound = S220,0
guardsound = S200,1
pausetime = 12,6
ground.hittime = 13
ground.type = low
ground.slidetime = 9
ground.velocity = -5
air.velocity = -3,-3
fall = 1

[State 225 , 7]
type = Explod
trigger1 = AnimElem = 1
pos = 30,-160
anim = 2002
sprpriority = -2
supermove = 1
removeongethit = 1
ownpal = 1
scale = 0.4,1.2
removetime = 55


[State 225 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[State 225 , 6]
type = Explod
trigger1 = AnimElem = 10
pos = -90,-125
anim = 1006
sprpriority = 5
supermove = 1
removeongethit = 1
ownpal = 1
scale = 1,1
;------------------------------------------

; Explosion
[Statedef 1200]
type = S
movetype= A
physics = N
juggle = 4
poweradd = -1000
ctrl = 0
velset = 0,0,0
anim = 1200

[State 800, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,1

[State 801, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s2,1

[State 802, snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = s228,1

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S8000,0

[State 1200, PosAdd]
type = PosAdd
trigger1 = animelem = 5
x = 50

[State 1200, PosAdd]
type = PosAdd
trigger1 = animelem = 6
x =  240

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 5
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = light
priority = 4,Hit
damage = 44,5
pausetime = 0,0
sparkno = -1
sparkxy = 0,-60
guard.sparkno = 40
hitsound = s1401,0
guardsound = s7,0
ground.type = High
p1stateno = 1210
p2stateno = 1220

[State 1200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[State 225 , 6]
type = Explod
trigger1 = AnimElem = 1
pos = -90,-125
anim = 1006
sprpriority = 5
supermove = 1
removeongethit = 1
ownpal = 1
scale = 1,0.8



;---------------------------------------------------------------------------
;Grab 2
[Statedef 1210]
type = S
movetype= A
physics = N
juggle = 4
poweradd = 50
ctrl = 0
velset = 0,0,0
anim = 1210

[State 1210, PosAdd]
type = PosAdd
trigger1 = animelem = 1
x = 58

[State 1210, TargetBind]
type = TargetBind
trigger1 = animelem = 1
time = 116
pos = 10,-135

[State 1210, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = [1,116]
value = -1

[State 1210, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1210, 2]
type = Explod
trigger1 = AnimElem = 1
pos = 10,-125
anim = 7000
sprpriority = 5
supermove = 1
removeongethit = 1
ownpal = 1
scale = 0.5,0.5
removetime = 130

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S1401,0

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S1401,0

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S1401,0

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S1401,0


[State 1210, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = S180,7

[State 1210, 2]
type = Explod
trigger1 = AnimElem = 5
pos =-20,-155
anim = 1005
sprpriority =2
supermove = 1
removeongethit = 1
ownpal = 1
scale = 1,1
removetime = 130
;===============P2State========================
[Statedef 1220]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State 1220, bound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 1220, anim]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1220

[State 1220, vel]
type = veladd
trigger1 = time >= 117
x = -.5
y = .45

[State 1220, end]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;============================================
; Rodillazo
[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
juggle = 1
velset = 0
ctrl = 0


[State 230 , 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 35,3
getpower = 10
givepower = 5
animtype = light
guardflag = MA
sparkxy = -10,-53
sparkno = S7000
hitsound = S220,0
guardsound = S200,1
pausetime = 12,6
ground.hittime = 13
ground.type = low
ground.slidetime = 9
ground.velocity = -5
air.velocity = -3,-3

[State 230 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
; AYUDA DE GIGAS  (puño débil)
[Statedef 7210]
type = S
movetype = A
physics = S
anim = 7880
juggle = 1
velset = 0
ctrl = 0
poweradd = -1000

[State 181 , 0]
type = PlaySnd
trigger1 = AnimElem = 5
value = 3000,5

[State 181 , 0]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3000,6

[State 7210 , 0]
type = Explod
trigger1 = time =0
anim = 5545
scale = 1,1
sprpriority = -3
postype = back
bindtime = -1
pos = 0,0
supermove =1
supermovetime =0
removetime = -1
id = 5546
removeongethit = 1

;[State 7210, 1]
;type = Explod
;triggerall = NumExplod <3
;trigger1 = movehit =1
;anim =35
;pos=0,-40
;scale =.5,.5
;sprpriority = 10
;postype = p2
;ontop =1
;removetime =110
;id =50
;removeongethit =1

[State 7210, Superpause 1]
type = superPause
trigger1 = time =1
anim = -1
movetime = 140
darken =0
time = 140


[State 7210 , 2]
type = PlaySnd
trigger1 = AnimElem = 31
value = 7210,0

[State 7210 , 4-1]
type = HitDef
trigger1 = time = 0
priority = 5
attr = S, NA
damage = 30
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3
palfx.time = 60
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64

[State 7210 , 4-2]
type = HitDef
trigger1 = AnimElem = 34
priority = 5
attr = S, NA
damage = 30
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3
palfx.time = 60
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64

[State 7210 , 4-3]
type = HitDef
trigger1 = AnimElem = 35
priority = 5
attr = S, NA
damage = 30
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3
palfx.time = 60
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64

[State 7210 , 4-4]
type = HitDef
trigger1 = AnimElem = 36
priority = 5
attr = S, NA
damage = 30
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3
palfx.time = 60
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64

[State 7210 , 4-5]
type = HitDef
trigger1 = AnimElem = 37
priority = 5
attr = S, NA
damage = 30
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3
palfx.time = 60
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64

[State 7210 , 4-6]
type = HitDef
trigger1 = AnimElem = 38
priority = 5
attr = S, NA
damage = 30
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3
palfx.time = 60
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64

[State 7210 , 4-7]
type = HitDef
trigger1 = AnimElem = 39
priority = 5
attr = S, NA
damage = 30
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3
palfx.time = 60
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64

[State 7210 , 4-8]
type = HitDef
trigger1 = AnimElem = 40
priority = 5
attr = S, NA
damage = 27
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3
palfx.time = 60
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64

[State 7210 , 4-9]
type = HitDef
trigger1 = AnimElem = 41
priority = 5
attr = S, NA
damage = 27
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3
palfx.time = 60
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64

[State 7210 , 4-10]
type = HitDef
trigger1 = AnimElem = 42
priority = 5
attr = S, NA
damage = 27
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3
palfx.time = 60
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64

[State 7210 , 4-11]
type = HitDef
trigger1 = AnimElem = 43
priority = 5
attr = S, NA
damage = 27
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3
palfx.time = 60
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64

[State 7210 , 4-12]
type = HitDef
trigger1 = AnimElem = 44
priority = 5
attr = S, NA
damage = 27
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,80
ground.hittime = 25
ground.type = low
ground.slidetime = 25
ground.velocity = 0
air.velocity = -4,-3
palfx.time = 110
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64

[State 7210 , aumentar vida]
type = LifeAdd
trigger1 = AnimElem = 1
value = 140

[State 7210 , 5]
type = RemoveExplod
trigger1 = animtime =0
ID = 5546

[State 7210, 6]
type = AfterImage
trigger1 = time = 4
time = 20
FrameGap = 2
length = 10
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 7210 , 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[State 7210 , 7]
type = Explod
trigger1 = AnimElem = 2
pos = 132,-67
anim = 10002
sprpriority = -1
supermove = 1
removeongethit = 2
ownpal = 1
scale = 0.9,0.9



;----------------
; Magia en el aire (patada fuerte)
[Statedef 210]
type = S
movetype = A
physics = S
anim = 7890
juggle = 1
velset = 0
ctrl = 0
poweradd = -2000

[State 210 , 1]
type = PlaySnd
trigger1 = AnimElem = 24
value = 7210,2

[State 210 , 0]
type = Explod
trigger1 = time =0
anim = 1004
scale = 1,1
sprpriority = -1
postype = back
bindtime = -1
pos = 0,0
supermove =1
supermovetime =0
removetime = 140
id = 5546
removeongethit = 1

[State 210, Superpause 1]
type = superPause
trigger1 = time = 1
anim = -1
movetime = 140
darken = 0
time = 140


[State 210 , 4-1]
type = HitDef
trigger1 = AnimElem = 33
priority = 5
attr = S, NA
damage = 30
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 35
ground.type = low
ground.slidetime = 35
ground.velocity = 0
air.velocity = -4,-3
palfx.time = 40
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 210 , 4-1]
type = HitDef
trigger1 = AnimElem = 34
priority = 5
attr = S, NA
damage = 30
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 35
ground.type = low
ground.slidetime = 35
ground.velocity = 0
air.velocity = -4,-3
palfx.time = 40
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 210 , 4-2]
type = HitDef
trigger1 = AnimElem = 35
priority = 5
attr = S, NA
damage = 30
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 35
ground.type = low
ground.slidetime = 35
ground.velocity = 0
air.velocity = -4,-3
palfx.time = 40
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 210 , 4-1]
type = HitDef
trigger1 = AnimElem = 36
priority = 5
attr = S, NA
damage = 30
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 35
ground.type = low
ground.slidetime = 35
ground.velocity = 0
air.velocity = -4,-3
palfx.time = 40
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 210 , 4-3]
type = HitDef
trigger1 = AnimElem = 37
priority = 5
attr = S, NA
damage = 30
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 35
ground.type = low
ground.slidetime = 35
ground.velocity = 0
air.velocity = -4,-3
palfx.time = 40
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 210 , 4-1]
type = HitDef
trigger1 = AnimElem = 38
priority = 5
attr = S, NA
damage = 20
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 35
ground.type = low
ground.slidetime = 35
ground.velocity = 0
air.velocity = -4,-3
palfx.time = 40
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 210 , 4-4]
type = HitDef
trigger1 = AnimElem = 39
priority = 5
attr = S, NA
damage = 30
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 1,1
ground.hittime = 35
ground.type = High
ground.slidetime = 35
ground.velocity = 0
air.velocity = -4,-3
palfx.time = 40
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 210 , 4-5]
type = HitDef
trigger1 = AnimElem = 40
priority = 5
attr = S, NA
damage = 50
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 0,0
ground.type = High
ground.slidetime = 2
ground.hittime  = 5
ground.velocity = -8,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -8,-5
air.hittime = 12
palfx.time = 40
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
getpower = 0
ground.cornerpush.veloff = 0
fall = 1

[State 7733 , 1]
type = Explod
triggerall = NumExplod <4
trigger1 = movehit =1
anim =35
pos=0,10
bindtime =-1
sprpriority = 10
postype = p2
ontop =1
removetime =100
id =50
removeongethit =1
supermove = 1



[State 210 , 6]
type = RemoveExplod
trigger1 = animtime =0
ID = 5546

[State 210 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 210 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 7210,1



[State 8000 , 10]
type = Explod
trigger1 = AnimElem = 2
pos = 295,-175
anim = 10001
sprpriority = -1
supermove = 1
removeongethit = 2
ownpal = 1
scale = 0.6,0.6


[State 225 , 7]
type = Explod
trigger1 = AnimElem = 1
pos = 30,-160
anim = 2002
sprpriority = -2
supermove = 1
removeongethit = 1
ownpal = 1
scale = 0.3,1.2
removetime = 55


[State 225 , 7]
type = Explod
trigger1 = AnimElem = 47
pos = 30,-160
anim = 2002
sprpriority = -2
supermove = 1
removeongethit = 1
ownpal = 1
scale = 0.3,1.2
removetime = 45

; GOLPE DE FUEGO en suelo

[Statedef 8000]
type = S
movetype = A
physics = S
anim = 8000
juggle = 1
velset = 0
ctrl = 0
poweradd = -2000


[State 210 , 0]
type = Explod
trigger1 = time =0
anim = 2007
scale = 1,1
sprpriority = -5
postype = back
bindtime = -1
pos = 0,0
supermove =1
supermovetime =0
removetime = 115
id = 5546
removeongethit = 1


[State 700, ex]
type = Explod
trigger1 = AnimElem = 3
anim = 1013
ID = 5545
pos = 0,0
postype = p1
sprpriority = 0
removetime = 88
bindtime = 1
ownpal = 1
removeongethit = 1
supermove =-1

[State 8000 , 0]
type = Explod
trigger1 = AnimElem = 5
anim = 9800
scale = 1,1
sprpriority = -1
postype = p1
bindtime = -1
pos = 0,0
removetime = 79
id = 5545
removeongethit =1



[State 8000 , 6]
type = Explod
trigger1 = time =0
anim = 955000
scale = 1.12,1.12
sprpriority = -1
postype = back
bindtime = -1
pos = 0,0
removetime =-1
id = 5545
removeongethit =1
 

[State 8000 , 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8000,0

[State 8000 , 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8000,3


[State 8000 , 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3000,1


[State 8000 , 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1050,0

[State 8000 , 3-1]
type = HitDef
trigger1 = time =0
priority = 5
attr = S, HP
damage = 150
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 0,80
ground.hittime = 35
ground.type = low
ground.slidetime = 35
ground.velocity = 0
air.velocity = -4,-3
palfx.time = 90
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 7733 , 1]
type = Explod
triggerall = NumExplod <4
trigger1 = movehit =1
anim =35
pos=0,10
bindtime = -1
sprpriority = 10
postype = p2
ontop =1
removetime = 90
id =50
removeongethit =1

[State 8000 , 4]
type = RemoveExplod
trigger1 = animtime =0
ID = 5545


[State 8000 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



[State 8000 , 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,7



;Llamas del infierno
[Statedef 7733]
type = S
movetype = A
physics = S
anim = 7733
juggle = 1
velset = 0
ctrl = 0
poweradd = -3000

[State 7733 , 0]
type = RemoveExplod
trigger1 = animelem = 1
ID = 2

[State 7733 , 0]
type = RemoveExplod
trigger1 = animelem = 1
ID = 3

[State 7733 , 0]
type = Explod
trigger1 = Time = 0
anim = 7735
id = 7735
scale = 1 , 1
pos = 0,0
postype = p1
sprpriority = -1
removetime = -1
bindtime = -1
ownpal = 1
supermove = 1
removeongethit = 1

[State 7733,0]
type = RemoveExplod
triggerall = NumExplod(7735) = 1
trigger1 = time = 84
ID = 7735

[State 7733 , 0]
type = Explod
trigger1 = time =0
anim = 2007
scale = 1.2,1.2
sprpriority = -3
postype = back
bindtime = -1
pos = 0,0
supermove =1
supermovetime =0
removetime = 790
id = 5546
removeongethit = 1





[State 7733, Superpause 1]
type = SuperPause
trigger1 = time = 0
anim = S5554
scale = 0.5,0.5
pos = -70,-30
time = 337
sound = 20,0

[State 7733, Superpause 1]
type = superPause
trigger1 = time =1
anim = -1
movetime = 410
darken =0
time = 410

[State 7733, sonido]
type = PlaySnd
trigger1 = AnimElem = 1
value = 199,1

[State 7733, sonido]
type = PlaySnd
trigger1 = AnimElem = 2
value = 7733,0



[State 7733, sonido]
type = PlaySnd
trigger1 = AnimElem = 12
value = 7733,1

[State 7733, sonido]
type = PlaySnd
trigger1 = AnimElem = 46
value = 7210,0


[State 7733, sonido]
type = PlaySnd
trigger1 = AnimElem = 50
value = 181,0

[State 7733 , 1]
type = Explod
trigger1 = animelem = 3
anim = 7736
scale = 1.25,1.25
sprpriority = -2
postype = p1
removetime =-1
id =7736
supermove = 1
supermovetime =0
removeongethit =1


[State 7733 , 1]
type = Explod
trigger1 = animelem = 46
anim = 77333
scale=1,1
pos=0,0
sprpriority = 10
postype = p1
ontop =1
supermove = 1
removetime =110
id =7736
supermovetime =0
removeongethit =1


[State 2200 , 7]
type = HitDef
trigger1 =  time = 0
anim = 77333
forcestand = 1
priority = 7
attr = S, HA
damage = 300,20
animtype = hard
guardflag = -1
sparkno = -1
guardsound = S1000,2
pausetime = 0,80
ground.hittime = 16
ground.type = low
ground.velocity = 0
air.velocity = -3
fall = 1
air.fall = 1 
Fall.recover = 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -6,-5
air.animtype = Back
air.velocity = -6,-5
air.juggle = 3
palfx.time = 200
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1


[State 7733 , 1]
type = Explod
triggerall = NumExplod <4
trigger1 = movehit =1
anim =35
pos=0,10
bindtime =-1
sprpriority = 10
postype = p2
ontop =1
removetime =110
id =50
removeongethit =1

[State 7733, Superpause 2]
type = superPause
trigger1 = time = 527
anim = -1
movetime = 140
darken =0
time = 140



[State 7733 , 3]
type = RemoveExplod
trigger1 = animelem = 48
ID = 7736

[State 7733 , 4]
type = RemoveExplod
trigger1 = animtime =0
ID = 5544



[State 7733 , 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1






;-------------------------------
; Patada alta
[Statedef 240]
type = S
movetype = A
physics = S
anim = 240
juggle = 2
velset = 0
ctrl = 0
sprpriority = 2


[State 240 , 1]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 240,3

[State 240 , 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 200,2

[State 240 , 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 50
getpower = 120
givepower = 60
animtype = hard
guardflag = MA
sparkxy = -15,-83
sparkno = S7002
hitsound = S250,0
guardsound = S200,1
pausetime = 8,12
ground.hittime  = 16
ground.velocity = 0,9
ground.type = hight;low
ground.slidetime = -5
air.velocity = -7;,-3
p2stateno = 1025
postype = p2
palfx.time = 11
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64


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

;Patada media
[Statedef 250]
type = S
movetype = A
physics = S
anim = 225
juggle = 1
velset = 0
ctrl = 0
sprpriority = 2


[State 250 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,2

[State 250 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 240,3

[State 250 , 4-1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 40
animtype = hard
guardflag = MA
sparkxy = -10,-66
sparkno = S7001
hitsound = S240,0
guardsound = S200,1
pausetime = 8,8
ground.hittime = 35
ground.type = low
ground.slidetime = 35
ground.velocity = -1
air.velocity = -6,-3
postype = p2
palfx.time = 11
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64


[State 250 , 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-----------------------------------------------
;Puño bajo débil
[Statedef 400]
type = C
movetype = A
physics = C
anim = 400
juggle = 1
velset = 0
ctrl = 0
sprpriority = 2

[State 400 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,2

[State 400 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 200,3

[State 400 , 3]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 30,3
getpower = 30
givepower = 15
animtype = light
guardflag = LA
sparkxy = -10,-57
sparkno = S7000
hitsound = S200,0
guardsound = S200,1
pausetime = 8,12
ground.hittime = 12
ground.type = low
ground.slidetime = 12
ground.velocity = -9
air.velocity = -2,-2


[State 400 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;Puño medio agachao
[Statedef 405]
type = C
movetype = A
physics = C
anim = 405
juggle = 1
velset = 0
ctrl = 0
sprpriority = 2

[State 405 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,2

[State 405 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 200,3

[State 405 , 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 30,3
getpower = 30
givepower = 15
animtype = light
guardflag = LA
sparkxy = -10,-43
sparkno = S7000
hitsound = S210,0
guardsound = S200,1
pausetime = 12,12
ground.hittime = 12
ground.type = high
ground.slidetime = 12
ground.velocity = -10
air.velocity = -2,-2


[State 405 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


; Puño agachado fuerte
[Statedef 410]
type    = C                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = C                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 410                       ;Change animation (Def: no change)
poweradd = 100                    ;Power to add (Def: 0)
sprpriority = 2


[State 410 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,2

[State 410 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 200,3

[State 410 , 1]
type = HitDef
trigger1 = time = 0
;trigger1 = Var(9) = 1
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 100                  ;Damage that move inflicts
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit               ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = s7002                     ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = s260,0               ;Sound to play on hit
guardsound = s200,1              ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 10             ;Time victim is in hit state
ground.velocity = -2.5, -9     ;Velocity at which victim is pushed
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -12
airguard.velocity = -1, -1.3     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -2.5,-9.5         ;X-velocity at which victim is pushed,
envshake.time = 15
fall = 1
air.fall = 1
fall.recover = 0

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

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

; Patada baja floja
[Statedef 438]
type = C
movetype = A
physics = C
anim = 438
juggle = 1
ctrl = 0
sprpriority = 2

[State 438 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,2

[State 438 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 200,3

[State 438, 3]
type = HitDef
trigger1 = time = 0
priority = 4
attr = C, NA
damage = 33
getpower = 40
givepower = 20
animtype = light
guardflag = HA
sparkxy = -10,-52
sparkno = s7000
hitsound = S201,1
guardsound = S200,1
pausetime = 8,8
ground.hittime = 13
ground.type = high
ground.slidetime = 9
ground.velocity = -5
air.velocity = -3,-3

[State 438 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

; Patada baja media
[Statedef 439]
type = C
movetype = A
physics = C
anim = 439
juggle = 1
ctrl = 0
sprpriority = 2

[State 439 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,2

[State 439 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 200,3

[State 439 , 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 37
getpower = 40
givepower = 20
animtype = light
guardflag = HA
sparkxy = -10,-40
sparkno = s7001
hitsound = S220,0
guardsound = S200,1
pausetime = 12,12
ground.hittime = 13
ground.type = high
ground.slidetime = 9
ground.velocity = -5
air.velocity = -3,-3

[State 439 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

; Segada
[Statedef 440]
type = C
movetype = A
physics = C
anim = 440
juggle = 1
velset = 0
ctrl = 0

[State 440, polvere]
type = MakeDust
trigger1 = Time = 0
trigger2 = Time = 3
pos = 15,3
pos2 = 22,-3
spacing = 2


[State 440, 0]
type = VelAdd
trigger1 = AnimElem = 2
x = 20

[State 440 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 440,1

[State 440 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 200,3

[State 440 , 3]
type = HitDef
trigger1 = AnimElem = 2
priority = 5
attr = C, NA
damage = 45
getpower = 70
givepower = 30
animtype = hard
guardflag = LA
sparkxy = -10,-2
sparkno =S7002
hitsound = S240,0
guardsound = S200,1
pausetime = 12,12
ground.hittime = 19
ground.type = low
ground.slidetime = 19
ground.velocity = -10
air.velocity = -4,-3
fall = 1

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


;-----------------------------------------
; Patada aérea floja
[Statedef 630]
type = A
movetype = A
physics = A
anim = 630
juggle = 1
ctrl = 0

[State 630 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,2

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

[State 630 , 3]
type = HitDef
trigger1 = time = 0
priority = 4
attr = A, NA
damage = 45
getpower = 40
givepower = 20
animtype = light
guardflag = HA
sparkxy = -10,-67
sparkno = s7001
hitsound = S220,0
guardsound = S200,1
pausetime = 8,8
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

;----------------------------
;Puño en el aire
[Statedef 640]
type = A
movetype = A
physics = A
juggle = 2
anim = 640
ctrl = 0

[State 630 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,2

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

[State 640 , 3]
type = HitDef
trigger1 = AnimElem = 2
priority = 4
attr = A, NA
damage = 45
getpower = 60
givepower = 30
animtype = hard
guardflag = HA
sparkxy = -10,-64
sparkno = s7002
hitsound = S240,0
guardsound = S200,1
pausetime = 8,8
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

;---------------------------------------
; Patada aérea media
[Statedef 650]
type = A
movetype = A
physics = A
anim = 650
juggle = 1
ctrl = 0

[State 630 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,2

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

[State 650 , 3]
type = HitDef
trigger1 = AnimElem = 2
priority = 4
attr = A, NA
damage = 40
getpower = 40
givepower = 20
animtype = light
guardflag = HA
sparkxy = -10,-40
sparkno = s7000
hitsound = S220,0
guardsound = S200,1
pausetime = 12,12
ground.hittime = 13
ground.type = high
ground.slidetime = 9
ground.velocity = -5
air.velocity = -3,-3

[State 650 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

; Patada aérea fuerte
[Statedef 660]
type = A
movetype = A
physics = A
anim = 660
juggle = 1
ctrl = 0

[State 660 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,2

[State 660 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 200,3

[State 660 , 3]
type = HitDef
trigger1 = AnimElem = 2
priority = 4
attr = A, NA
damage = 35,4
getpower = 40
givepower = 20
animtype = light
guardflag = HA
sparkxy = -10,-96
sparkno = s7000
hitsound = S260,0
guardsound = S200,1
pausetime = 8,8
ground.hittime = 13
ground.type = high
ground.slidetime = 9
ground.velocity = -5
air.velocity = -3,-3

[State 660 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;------------------------------------------
; Bolas de fuego
[Statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
poweradd = -250
juggle = 5
ctrl = 0
velset = 0

[State 1000 , 5]
type = PlaySnd
trigger1 = Time = 5
value = 1100,2

[State 1000, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1100,0

;[State 1000, light]
;type = Explod
;trigger1 = AnimElem = 6
;anim = 3661
;ID = 3661
;pos = 15,4
;scale = 0.3,0.3
;postype = p1
;sprpriority = 2
;supermove = 1
;removetime = 10
;ignorehitpause = 1
;ownpal = 1
;bindtime = -1
;persistent = 0

[State 1000 , 3]
type = Projectile
trigger1 = AnimElem = 7, = 1
attr = S, SP
projanim = 3630
projhitanim = 3500
offset = 100,0
velocity = 7
damage = 100,50
animtype = Hard
guardflag = MA
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
hitsound   = S240,0
guardsound = S1000,2
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.velocity = -2.5,-5
palfx.time = 200
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64


[State 7733 , 1]
type = Explod
trigger1 = movehit =1
anim =35
pos=0
sprpriority = 10
postype = p2
ontop =1
removetime =110
id =7736
removeongethit =1

[State 1000 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------
;nuevo estado
;---------------------------------
; Estado del P2
[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 en el aire
[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 golpea en la pared
[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, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3
ownpal = 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

;------------------
; Golpe en la pared
[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


;-------------------------------------------------------
;new state of reversal attack
;reversal attack
[Statedef 1401]
type = S
movetype = A
physics = S
anim = 1401
poweradd = 50
juggle = 5
velset = 0
ctrl = 0

[State 1400 , 1]
type = PlaySnd
trigger1 = MoveContact = 1
value = 1401,0

[State 1401, efecto]
type = Explod
trigger1 = MoveContact = 1
ID = 8
anim = 8
pos = 0,0
postype = p1
sprpriority = 4
supermove = 1
removetime = 60
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

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

[State 1401 , 2]
type = VelAdd
trigger1 = time = 0
x = -9

[State 1401 , 2]
type = VelMul
trigger1 = AnimElem = 1
x = 3.6

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

[State 1401 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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


;----------------------------------------------------------------
;supercaduta
; SGUARDHIT (shaking)
[Statedef 3691]
type    = S
movetype= H
physics = S
velset = 0,0

[State 3691, 1]
type = ChangeAnim
trigger1 = 1
value = 3675

[State 3676, 2]
type = ChangeState
trigger1 = Time = 0
value = 5120

;superguard
[Statedef 3675]
type    = S
physics = S

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

[State 3675, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 3677


; SGUARDHIT (shaking)
[Statedef 3676]
type    = S
movetype= H
physics = S
velset = 0,0

[State 3676, 1]
type = ChangeAnim
trigger1 = 1
value = 3675

[State 3676, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 3676

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

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

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; AI variabili (statedef -2)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------


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



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

[Statedef -2]

[State -3, 3]
type = PlaySnd
trigger1 = stateno = 40
trigger1 = Time = 0
value = 2,0

[State -3, AirJump]
type = PlaySnd
triggerall = stateno = 45
trigger1 = time = 1
value = 2, 1

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

[State -2 , 3]
type = PlaySnd
triggerall = random < 250
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5000
trigger2 = anim = 5001
trigger3 = anim = 5010
trigger4 = anim = 5011
value = 5000,0

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

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

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

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

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

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

[State -2 , 8]
type = PlaySnd
trigger1 = stateno = 20
trigger1 = AnimElem = 4
value = 100,0

[State -2 , 9]
type = PlaySnd
trigger1 = stateno = 20
trigger1 = AnimElem = 2
value = 100,1

[State -2 , 8]
type = PlaySnd
trigger1 = stateno = 21
trigger1 = AnimElem = 4
value = 100,1

[State -2 , 9]
type = PlaySnd
trigger1 = stateno = 21
trigger1 = AnimElem = 2
value = 100,0

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

[StateDef -3]


[State 192]
type = stopsnd
trigger1 = stateno != 192
channel = 2

[State 189]
type = stopsnd
trigger1 = stateno != 189
channel = 3


[State 190]
type = stopsnd
trigger1 = stateno != 190
channel = 4


[State 3005]
type = stopsnd
trigger1 = stateno != 3005
channel = 5

;cosmos stande
[State -3,remove]
type = RemoveExplod
triggerall = NumExplod(2) = 1
trigger1 = stateno != 0
ID = 2

;cosmos stande
[State -3,remove]
type = RemoveExplod
triggerall = NumExplod(2) = 1
trigger1 = anim = 5
ID = 2

;cosmos stande
[State -3,remove]
type = RemoveExplod
triggerall = NumExplod(3) = 1
trigger1 = stateno != 0
ID = 3

;cosmos stande
[State -3,remove]
type = RemoveExplod
triggerall = NumExplod(3) = 1
trigger1 = anim = 5
ID = 3



[State -3,remove]
type = RemoveExplod
triggerall = NumExplod(7735) = 1
trigger1 = stateno != 7733
ID = 7735

[State -3,remove]
type = RemoveExplod
triggerall = NumExplod(2) = 1
trigger1 = anim = 7733
ID = 2

[State -3,remove]
type = RemoveExplod
triggerall = NumExplod(3) = 1
trigger1 = anim = 7733
ID = 3

;freccia indicativa p2
[State -3, target sign]
type = Explod
triggerall = NumExplod(3718) = 0
trigger1 = P2Dist y > 300
anim = 3718
id = 3718
pos = 0,-30
postype = p2
sprpriority = 4
supermove = 1
ignorehitpause = 1
ontop = 1
ownpal = 1
bindtime = -1
persistent = 1
facing = -1

;freccia indicativa p2
[State -3,remove]
type = RemoveExplod
trigger1 = P2Dist y < 300
ID = 3718

;blood
[State -3, blood]
type = Explod
trigger1 = stateno = 5110
trigger1 = life <= 300
trigger1 = palno = 1
anim = 3850
pos = 0,0
postype = p1
sprpriority = -4
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = 1
persistent = 1

