; Common state file
;
; System variables usage
; ---------------------------
; Var name    Type   Purpose
; ---------------------------
; sysFvar(0)   Temp     Set by state 5081 (HITL_SLIDE) to 1 to prevent
;                       showing ground hit frame in state 5110 (HIT_LIEDOWN).
;                       Used by guarding states.
; sysvar(1)    Temp     Used by state 40 (Jump Start) amd 45 (Air Jump Start)
;                       to keep track of which way to jump.
;                       Used by state 5100 and 5110 to remember downward
;                       velocity of player just before hitting the ground.
;                       Used in state 5080 for storing the anim # to display.

;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type                    = S
physics                 = S
sprpriority             = 0

[State 0, 0]
type                    = CtrlSet
trigger1                = roundstate = 1
value                   = 0

[State 0, 0]
type                    = ChangeAnim
trigger1                = Anim != 0 && Anim != 5 
trigger2                = Anim = 5  && AnimTime = 0
value                   = 0 + Var(6)

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

[State 0, 0]
type                    = ChangeState
trigger1                = !alive
value                   = 5050

;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type                    = C
physics                 = C
anim                    = 10 + Var(6)

[State 10, 0]
type                    = VelMul
trigger1                = !Time
x                       = .75

[State 10, 0]
type                    = ChangeState
trigger1                = !AnimTime
value                   = 11

[State 10, 2]
type                    = ChangeState
trigger1                = command != "holddown"
value                   = 0

;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type                    = C
physics                 = C
anim                    = 11 + Var(6)
sprpriority             = 0

[State 11, 0]
type                    = ChangeAnim
trigger1                = Anim = 6 && !AnimTime
value                   = 11 + Var(6)

;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type                    = S
physics                 = S
anim                    = 12 + Var(6)

[State 12, 0]
type                    = ChangeState
trigger1                = AnimTime = 0
value                   = 0

;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type                    = S
physics                 = S
sprpriority             = 0

[State 20, 1]
type                    = VelSet
trigger1                = command = "holdfwd"
x                       = Ifelse(Var(5) = 1, 6, const(velocity.walk.fwd.x))

[State 20, 2]
type                    = VelSet
trigger1                = command = "holdback"
x                       = Ifelse(Var(5) = 1, -6, const(velocity.walk.back.x))

[State 20, 3]
type                    = ChangeAnim
triggerall              = (vel x > 0) && (Var(5) = 0)
trigger1                = Anim != 20 + Var(6) && Anim != 5 + Var(6)
trigger2                = Anim = 5 + Var(6) && AnimTime = 0
value                   = 20 + Var(6)

[State 20, 4]
type                    = ChangeAnim
triggerall              = (vel x < 0) && (Var(5) = 0)
trigger1                = Anim != 21 + Var(6) && Anim != 5 + Var(6)
trigger2                = Anim = 5 + Var(6) && AnimTime = 0
value                   = 21 + Var(6)

;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40 + var(6)
FaceP2 = 1
ctrl = 0
sprpriority = 1

[State 0, ]
type = PlaySnd
trigger1 = !time
value = 50,1

[State 0, ]
type = Explod
trigger1 = !time
anim = 8100
ID = 8100
pos = -7,0
facing = 1
scale = .5,.5
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[State 0, ]
type = Explod
trigger1 = !time
anim = 8100
ID = 8100
pos = 7,0
facing = -1
scale = .6,.6
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 1]
type                    = VarSet
trigger1                = command = "hijump" || (PrevStateNo = 425)
trigger2                = prevstateno =100 && command = "holdup"
var(2)                  = 1



[State 40, 2]
type                    = VarSet
trigger1                = command = "holdfwd" || (var(0) && var(2))
sysvar(1)               = 1

[State 40, 3]
type                    = VarSet
trigger1                = command = "holdback"
sysvar(1)               = -1


[State 40, jump]
type                    = VelSet
trigger1                = AnimTime = 0 && !var(2)
x                       = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1) = 1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y                       = const(velocity.jump.y)

[State 40, hijump]
type                    = VelSet
trigger1                = AnimTime = 0 && var(2)
x                       = IfElse(sysvar(1)=0,0,IfElse(sysvar(1)=1,3.75 ,-3.75 ))
y                       = const(velocity.jump.y)-1


[State 40, 5]
type = VelSet
trigger1 = (var(2) = 0) && (!AnimTime) && (prevstateno = 100) && (sysvar(1) = 1)
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type                    = A
physics                 = N
ctrl                    = 0
velset                  = 0,0

[State 50, 2]
type                    = ChangeAnim
trigger1                = Time = 0
value                   = ifelse((vel x)=0, 41 + Var(6), ifelse((vel x)>0, 42 + Var(6), 43 + Var(6)))

[State 45, 3]
type                    = VarSet
trigger1                = Time = 0
sysvar(1)               = 0

[State 45, 4]
type                    = VarSet
trigger1                = command = "holdfwd"
sysvar(1)               = 1

[State 45, 5]
type                    = VarSet
trigger1                = command = "holdback"
sysvar(1)               = -1

[State 45, 6]
type                    = VelSet
trigger1                = Time = 2
x                       = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.runjump.fwd.x), const(velocity.runjump.back.x)))
y                       = const(velocity.airjump.y)

[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = !time && var(2) != 1
value                   = 50, 0
channel                 = -1
persistent              = 0

[State 45, 7]
type                    = ChangeState
trigger1                = Time = 2
value                   = 50
ctrl                    = 1

;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A

[State 50: AfterImage]
type 			        = AfterImage
trigger1 		        = Time = 0 && Var(2)
time = 20
length = 9
palbright = 10,10,10
palcontrast = 120,120,120
paladd = 0,0,0
palmul = 1,1,1
timegap = 2
framegap = 4
trans = Add


[State 50, 1]
type                    = VarSet
trigger1                = Time = 0
sysvar(1)               = 0

[State 50, reset]
type                    = VarSet
trigger1                = Time = 0
var(2)                  = 0

[State 50, 2]
type                    = ChangeAnim
trigger1                = Time = 0
value                   = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type                    = ChangeAnim
trigger1                = Vel y > -2
trigger1                = SelfAnimExist(anim + 3)
persistent              = 0
value                   = Anim + 3

;---------------------------------------------------------------------------
; Small Jump Up
[Statedef 53]
type                    = A
physics                 = A


[State 53: VelSet]
type                    = VelSet
trigger1                = !time
x                       = IfElse(sysvar(1)=0,0,IfElse(sysvar(1)=1,3.16 ,-3.16 ))
y                       = -7.2

[State 53, ChangeAnim]
type                    = ChangeAnim
trigger1                = !Time
value                   = ifelse((vel x)=0, 41 + Var(6), ifelse((vel x)>0, 42 + Var(6), 43 + Var(6)))

[State 53, 1]
type                    = VarSet
trigger1                = Time = 0
sysvar(1)               = 0

[State 53, reset]
type                    = VarSet
trigger1                = !time
var(2)                  = 0

[State 53, ChangeAnim]
type                    = ChangeAnim
trigger1                = Vel y > -2
trigger1                = SelfAnimExist(anim + 3 + Var(6))
persistent              = 0
value                   = Anim + 3 + Var(6)

;---------------------------------------------------------------------------
; Jump Down (empty state for compatibility)
[Statedef 51]
type                    = A
physics                 = A

[State 0, ChangeAnim]
type                    = ChangeAnim
trigger1                = prevstateno = 140
value                   = 159 + Var(6)

[State 0: VarSet]
type                    = VarSet
trigger1                = (!Time)
var(20)                 = 0

[State 51, Null]
type                    = Null
trigger1                = 1

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type                    = S
physics                 = S
velset                  = 0,0
ctrl                    = 0
anim                    = 47 + Var(6)

[State 52, ]
type = PlaySnd
trigger1 = !time
value = 52,0

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

[State 0, ]
type = Explod
trigger1 = !time
anim = 8100
ID = 8100
pos = 32,0
facing = -1
scale = .6,.6
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1


[State 0, ]
type = Explod
trigger1 = !time
anim = 8100
ID = 8100
pos = -20,0
facing = 1
scale = .5,.5
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1


[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 0
value = 1
;ignorehitpause = 
persistent = 1



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

[State 52, 3]
type                    = ChangeState
trigger1                = !AnimTime
value                   = 0
ctrl                    = 1
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1
ctrl = 0

;-------------------------
[State 0, Explod]
type = Explod
trigger1 = (time%4)=0
anim =8221
ID = 8100
pos = -15,-15
bindtime = 99
random = 5,15
scale = .5-((random%5)/10),1
sprpriority = 0
removetime = 5
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = (time%6)=0
anim =8221
ID = 8101
pos = -5,-30
bindtime = 99
random = 5,15
scale = .5-((random%5)/10),1
sprpriority = 0
removetime = 5
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = (time%3)=0
anim =8221
ID = 8102
pos = 5,-45
bindtime = 99
random = 5,15
scale = .5-((random%5)/10),1
sprpriority = 0
removetime = 5
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = (time%5)=0
anim =8221
ID = 8103
pos = 15,-60
bindtime = 99
random = 5,15
scale = .5-((random%5)/10),1
sprpriority = 0
removetime = 5
ownpal = 1
removeongethit = 1

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

[State 0, ]
type = Explod
trigger1 = AnimElem = 2
anim = 8100
ID = 8100
pos = -20,0
facing = 1
scale = 1,1
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[State 0, ]
type = PlaySnd
trigger1 = time = 1
value = 100,0

[State 0, ]
type = ScreenBound
trigger1 = BackEdgeBodyDist < 0
value = 0
movecamera = 0,0
;ignorehitpause = 0
;persistent = 1

[State ****: VelSet]
type = VelSet
trigger1 = AnimELem = 2,>1
x = const(velocity.run.fwd.x)
y = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Pos Y < 0
statetype = A       ;S,A,C,L
physics = A         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
ignorehitpause = 1

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
ignorehitpause = 1


[State 100, 4]
type = ChangeState
triggerall = time > 15 && BackEdgeBodyDist > 0
trigger1 = (command != "holdfwd")
value = 101
ctrl = 0

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1

[State 0, ]
type = Explod
trigger1 = AnimElem = 2
anim = 8100
ID = 8100
pos = 25,0
facing = -1
scale = 1,1
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[State 0, ]
type = PlaySnd
trigger1 = time = 2
value = 52,0

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 100, 4]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 105
sprpriority = 1

;-------------------------
[State 0, Explod]
type = Explod
trigger1 = (time%4)=0
anim =8221
facing = -1
ID = 8100
pos = 0,-15
bindtime = 99
random = 0,15
scale = .5-((random%5)/10),1
sprpriority = 0
removetime = 5
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = (time%6)=0
anim =8221
facing = -1
ID = 8101
pos = 0,-30
bindtime = 99
random = 0,15
scale = .5-((random%5)/10),1
sprpriority = 0
removetime = 5
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = (time%3)=0
anim =8221
facing = -1
ID = 8102
pos = -10,-45
bindtime = 99
random = 0,15
scale = .5-((random%5)/10),1
sprpriority = 0
removetime = 5
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = (time%5)=0
anim =8221
facing = -1
ID = 8103
pos = -15,-60
bindtime = 99
random = 0,15
scale = .5-((random%5)/10),1
sprpriority = 0
removetime = 5
ownpal = 1
removeongethit = 1

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

[State 0, ]
type = Explod
trigger1 = AnimElem = 2
anim = 8100
ID = 8100
pos = 20,0
facing = -1
scale = 1,1
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[State 0, ]
type = PlaySnd
trigger1 = time = 1
value = 100,0

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 2,>1
x = const(velocity.run.back.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
ignorehitpause = 1

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
ignorehitpause = 1

[State 0, ]
type = CtrlSet
trigger1 = !time
value = 0

[State 100, 4]
type = ChangeState
triggerall = time > 10
trigger1 = (command != "holdback")
value = 106
ctrl = 0

;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 47

[State 0, ]
type = Explod
trigger1 = AnimElem = 1
anim = 8100
ID = 8100
pos = -40,0
facing = 1
scale = 1,1
postype = p1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[State 0, ]
type = PlaySnd
trigger1 = !time
value = 52,0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0

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

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Air Dash
[Statedef 110]
type = A
physics  = N
sprpriority  = 1
ctrl = 0

[State 40, 2]
type  = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1


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

[State 40, 0]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

;-------------------------
[State 0, Explod FWD]
type = Explod
triggerall = sysvar(1) = 1
trigger1 = (time%4)=0
anim =8221
ID = 8100
pos = -15,-15
bindtime = 99
random = 5,15
scale = .5-((random%5)/10),1
sprpriority = 0
removetime = 5
ownpal = 1
removeongethit = 1

[State 0, Explod  FWD]
type = Explod
triggerall = sysvar(1) = 1
trigger1 = (time%6)=0
anim =8221
ID = 8101
pos = -5,-30
bindtime = 99
random = 5,15
scale = .5-((random%5)/10),1
sprpriority = 0
removetime = 5
ownpal = 1
removeongethit = 1

[State 0, Explod FWD]
type = Explod
triggerall = sysvar(1) = 1
trigger1 = (time%3)=0
anim =8221
ID = 8102
pos = 5,-45
bindtime = 99
random = 5,15
scale = .5-((random%5)/10),1
sprpriority = 0
removetime = 5
ownpal = 1
removeongethit = 1

[State 0, Explod FWD]
type = Explod
triggerall = sysvar(1) = 1
trigger1 = (time%5)=0
anim =8221
ID = 8103
pos = 15,-60
bindtime = 99
random = 5,15
scale = .5-((random%5)/10),1
sprpriority = 0
removetime = 5
ownpal = 1
removeongethit = 1


;-------------------------
[State 0, Explod BACK]
type = Explod
triggerall = sysvar(1) = -1
trigger1 = (time%4)=0
anim =8221
facing = -1
ID = 8100
pos = 0,-15
bindtime = 99
random = 0,15
scale = .5-((random%5)/10),1
sprpriority = 0
removetime = 5
ownpal = 1
removeongethit = 1

[State 0, Explod BACK]
type = Explod
triggerall = sysvar(1) = -1
trigger1 = (time%6)=0
anim =8221
facing = -1
ID = 8101
pos = 0,-30
bindtime = 99
random = 0,15
scale = .5-((random%5)/10),1
sprpriority = 0
removetime = 5
ownpal = 1
removeongethit = 1

[State 0, Explod BACK]
type = Explod
triggerall = sysvar(1) = -1
trigger1 = (time%3)=0
anim =8221
facing = -1
ID = 8102
pos = -10,-45
bindtime = 99
random = 0,15
scale = .5-((random%5)/10),1
sprpriority = 0
removetime = 5
ownpal = 1
removeongethit = 1

[State 0, Explod BACK]
type = Explod
triggerall = sysvar(1) = -1
trigger1 = (time%5)=0
anim =8221
facing = -1
ID = 8103
pos = -15,-60
bindtime = 99
random = 0,15
scale = .5-((random%5)/10),1
sprpriority = 0
removetime = 5
ownpal = 1
removeongethit = 1

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

[State 0, 0]
type = ChangeAnim
trigger1 = !Time
value = ifelse(sysvar(1) = 1, 100, 105) + Var(6)


[State 40, 0]
type = VelSet
trigger1= !Time
x  = ifelse(sysvar(1) = 1, const(velocity.run.fwd.x), const(velocity.run.back.x))
[State 0, VelSet]
type = VelSet
trigger1 = time < 10
y = 0
;ignorehitpause =
;persistent =


[State 0, ]
type = PlaySnd
trigger1 = time = 1
value = 100,0

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

[State 0, 0]
type = StateTypeSet
trigger1 = AnimElem = 2
physics = A

;---------------------------------------------------------------------------
; GUARD (start) (NULL)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2 + Var(6)

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130 + Var(6)
value = 130 + Var(6)

[State 130, Hi to low]
type = ChangeState
trigger1 = Command = "holddown"
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "holdz"
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131 + Var(6)
value = 131 + Var(6)

[State 131, Lo to Hi]
type = ChangeState
trigger1 = command != "holddown"
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = command != "holdz"
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132 + Var(6)
value = 132 + Var(6)

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdz"
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = command != "holdz"
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2 + Var(6)

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

;;Guard Cancel A attempt
;[State 130, 2]
;type = ChangeState
;trigger1 = power >= 1000
;trigger1 = !Command = "holdback" && Command = "a" && Command = "x"
;value = 135

;Guard Cancel B attempt
;[State 130, 2]
;type = ChangeState
;trigger1 = power >= 1000
;trigger1 = Command = "holdback" && Command = "a" && Command = "x"
;value = 136

[State 150, 0]
type = NotHitBy
trigger1 = 1
value = , AT
time = 1

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150 + Var(6)

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150 + Var(6)
ctrl = 1

;Guard Cancel A attempt
;[State 151, 0]
;type = ChangeState
;trigger1 = power >= 1000
;trigger1 = Command = "a" && Command = "x"
;value = 135

[State 151, 0]
type = NotHitBy
trigger1 = 1
value = , AT
time = 1

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, 4]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 0]
type = NotHitBy
trigger1 = 1
value = , AT
time = 1

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151 + Var(6)

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 153

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151 + Var(6)

[State 153, 0]
type = NotHitBy
trigger1 = 1
value = , AT
time = 1

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, 4]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 0]
type = NotHitBy
trigger1 = 1
value = , AT
time = 1

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152 + Var(6)

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152 + Var(6)

[State 155, 0]
type = NotHitBy
trigger1 = 1
value = , AT
time = 1

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command != "holdback"
value = 52

[State 155, 8]
type = ChangeState
trigger1 = sysvar(0)
value = 130

;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170 + Var(6)
velset = 0,0

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

;---------------------------------------------------------------------------
; DRAWGAME (Time over)
[Statedef 175]
type = S
ctrl = 0
velset = 0,0

[State 175, 1] ; If no anim, use go to lose state.
type = ChangeState
trigger1 = Time = 0
trigger1 = !SelfAnimExist(175)
value = 170

[State 175, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 175 + Var(6)

[State 175, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 5000: PlaySnd]
type = PlaySnd
trigger1 = (!time)&&(random<500)
value = 5000, (ifelse(random>500,ifelse(random>500,0,1),ifelse(random>500,2,3)))
persistent = 0

[State 5000: PlaySnd]
type = PlaySnd
trigger1 = (!time)&&(anim=[5002,5012])&&(random>500)
value = 5000,ifelse(random>500,4,5)
persistent = 0

[State 5000: PlaySnd]
type = PlaySnd
trigger1 = (!time)&&(anim=[5002,5012])&&(random>500)
value = 5000,ifelse(random>500,5,6)
persistent = 0

[State 5000: PlaySnd]
type = PlaySnd
trigger1 = (!time)&&(anim=[5002,5012])&&(random>500)
value = 5000,ifelse(random>500,7,8)
persistent = 0

[State 5000: PlaySnd]
type = PlaySnd
trigger1 = (!time)&&(anim=[5002,5012])&&(random>500)
value = 5000,ifelse(random>500,9,10)
persistent = 0


[State 5000, 6]
type = ChangeState
trigger1 = PrevStateNo = [120,140]
trigger1 = !alive
value = 133

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype) + Var(6)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030 + Var(6)

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + Var(6) + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) + Var(6) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
type = a

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000 + Var(6)
trigger2 = anim = 5010 + Var(6)
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001 + Var(6)
trigger2 = anim = 5011 + Var(6)
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012 + Var(6)
trigger2 = anim = 5002 + Var(6)
trigger3 = anim = 5030 + Var(6)
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITG_SLIDE
[Statedef 5001]
type    = S
movetype= H
physics = S
facep2 = 1

[State 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10 + Var(6)

[State 5001, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001, 6]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HITC_SHAKE
[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 5000: PlaySnd]
type = PlaySnd
trigger1 = (!time)&&(random<500)
value = 5000, (ifelse(random>500,ifelse(random>500,10,11),ifelse(random>500,12,13)))
persistent = 0

[State 5000: PlaySnd]
type = PlaySnd
trigger1 = (!time)&&(anim=[5002,5012])&&(random>500)
value = 5000,ifelse(random>500,14,15)
persistent = 0

[State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype) + Var(6)

[State 5010, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030 + Var(6)

[State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) + Var(6) ;5051 - 4 + type

[State 5010, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5010, 5]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5011 ;HITC_SLIDE

[State 5010, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020 + Var(6)
persistent = 0
time = 6
waveform = square

[State 5010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021 + Var(6)
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022 + Var(6)
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITC_SLIDE
[Statedef 5011]
type    = C
movetype= H
physics = C
facep2 = 1

[State 5011, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5011, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype) + Var(6)

[State 5011, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5011, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5011, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5011, 6]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; HITA_SHAKE
[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5000: PlaySnd]
type = PlaySnd
trigger1 = (!time)&&(random<500)
value = 5000, (ifelse(random>500,ifelse(random>500,12,13),ifelse(random>500,13,14)))
persistent = 0

[State 5000: PlaySnd]
type = PlaySnd
trigger1 = (!time)&&(anim=[5002,5012])&&(random>500)
value = 5000,ifelse(random>500,15,16)
persistent = 0

[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype) + Var(6)

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030 + Var(6)

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + Var(6) + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) + Var(6) ;5051 - 4 + type

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000 + Var(6)
trigger2 = anim = 5010 + Var(6)
persistent = 0
time = 6
waveform = square

[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001 + Var(6)
trigger2 = anim = 5011 + Var(6)
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012 + Var(6)
trigger2 = anim = 5002 + Var(6)
trigger3 = anim = 5030 + Var(6)
trigger4 = anim = [5051 + Var(6),5059 + Var(6)]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0
facep2 = 1

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 ;HITA_UP (transition)

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 5035]
type    = A
movetype= H
physics = N
facep2 = 1

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035 + Var(6))
trigger1 = Anim != [5051 + Var(6),5059 + Var(6)] ;Not if in hit up anim
trigger1 = Anim != 5090 + Var(6) ;Not if hit off ground anim
value = 5035 + Var(6)

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 + Var(6) ;.
value = 5040 ;HITA_RECOV

[State 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 + Var(6) ;.
value = 5050 ;HITA_FALL

;---------------------------------------------------------------------------
; HITA_RECOV (recovering in air, not falling)
[Statedef 5040]
type    = A
movetype= H
physics = N
facep2 = 1

[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040 + Var(6)
trigger2 = Time = 0
trigger2 = Anim != 5035 + Var(6)
value = 5040 + Var(6)

[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0 && (Var(20) = 0 && Alive)
value = 52 ;JUMPLAND

;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

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

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

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = time > 0  ;Vans Fix !!!
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5070, 1]
type = ChangeAnim 
trigger1 = 1
value = 5070 

[State 5070, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 5071

[State 5070, 3]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_TRIP2 (fall through air)
[Statedef 5071]
type    = A
movetype= H
physics = N

[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HITL_SHAKE
[Statedef 5080]
type    = L
movetype= H
physics = N
velset = 0,0

[State 5080, 1] ;Set default anim
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)

[State 5080, 2]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081 + Var(6),5089 + Var(6)]) || (anim = [5111 + Var(6),5119 + Var(6)])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10

[State 5080, 3] ;If 5090 doesn't exist, default to 5030
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090 + Var(6))
sysvar(2) = 5030

[State 5080, 3] ;Freeze
type = ChangeAnim
trigger1 = 1
value = sysvar(2) + Var(6)

[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081 ;HITL_SLIDE

[State 5080, 5]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030 ;HITA_UP

;---------------------------------------------------------------------------
; HITL_SLIDE
[Statedef 5081]
type    = L
movetype= H
physics = C

[State 5081, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5081, 2]
type = VelSet
trigger1 = HitOver
x = 0

[State 5081, 3] ;Don't show hit ground frame
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 5081, 4]
type = ChangeState
trigger1 = HitOver
value = 5110 ;HIT_LIEDOWN

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type    = L
movetype= H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
;trigger1 = GetHitVar(fall.yvel) = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051 + Var(6),5059 + Var(6)]) && (anim != [5061 + Var(6),5069 + Var(6)])
trigger2 = !SelfAnimExist(5100 + Var(6) + (anim % 10))
value = 5100 + Var(6)

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051 + Var(6),5059 + Var(6)]) || (anim = [5061 + Var(6),5069 + Var(6)])
trigger1 = SelfAnimExist(5100 + Var(6) + (anim % 10))
value = 5100 + (anim % 10) + Var(6)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
;value = 61
;pos = 0, 0
;under = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
;value = F7, 0 ;Hit ground
value =F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type    = L
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5100, 4] ;Hit ground anim (for flip knockout)
type = ChangeAnim
triggerall = var(47)=1 && selfanimexist(5937)
trigger1 = time = 0
value = 5937
elem = 3
[State 5100, 4] ;Hit ground anim (for flip knockout)
type = VelSet
triggerall = var(47)=1 && selfanimexist(5937)
trigger1 = time = 0
X = -2

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 5110]
type    = L
movetype= H
physics = N

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 5120]
type    = L
movetype= I
physics = N

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150, 1] ;Collapse
type = ChangeAnim
trigger1 = PrevStateNo = 133
trigger1 = Time = 0
value = 5113 + Var(6)

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140 + Var(6))
trigger1 = (anim != [5111 + Var(6),5119 + Var(6)]) && (anim != [5171 + Var(6),5179 + Var(6)])
trigger2 = !SelfAnimExist(5140 + Var(6) + (anim % 10))
value = 5140 + Var(6)

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111 + Var(6),5119 + Var(6)]) || (anim = [5171 + Var(6),5179 + Var(6)])
trigger1 = SelfAnimExist(5140 + Var(6) + (anim % 10))
value = 5140 + (anim % 10) + Var(6)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140 + Var(6),5149 + Var(6)]
trigger1 = SelfAnimExist(anim+10)
value = anim+10 + Var(6)

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = PrevStateNo != 133
trigger1 = Anim != [5140 + Var(6),5159 + Var(6)]
trigger1 = Anim != [5110 + Var(6),5119 + Var(6)]
value = 5110 + Var(6)

[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (still falling)
[Statedef 5200]
type    = A
movetype= H
physics = N

[State 5200, 1] ;Change anim if done with transition
type = ChangeAnim
trigger1 = Anim = 5035 + Var(6)
trigger1 = AnimTime = 0
value = 5050 + Var(6)

[State 5200, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5200, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5201

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = A
movetype= H
physics = A
anim = 5200 + Var(6)

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -.15
y = -3.5

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5201, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = 0, 0
under = 1

;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5210]
type    = A
movetype= I
physics = N
anim = 5210 + Var(6)
ctrl = 0

[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
x = .8
y = .8

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
y = -4.5

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
trigger1 = Vel Y > 0
y = .5

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -3
y = -2

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -2
y = -1

[State 5210, 2] ;Go up
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdup"
y = -2

[State 5210, 2] ;Go down
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holddown"
y = 1.5

[State 5210, 2] ;Go fwd
type = VelMul
trigger1 = Time = 4
trigger1 = Command = "holdfwd"
x = 1

[State 5210, 2] ;Go back
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdback"
x = -1

[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 5210, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .35

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1

;---------------------------------------------------------------------------
; Continue?
[Statedef 5500]
type = S
ctrl = 0
anim = 5300
velset = 0,0

[State 5500, 1] ;Use continue animation if available
type = ChangeAnim
trigger1 = time = 0
trigger1 = SelfAnimExist(5500 + Var(6))
value = 5500 + Var(6)

;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 0: ChangeAnim]
type                    = ChangeAnim
trigger1                = !Time && Var(6) <= 1
value                   = 0 + Var(6)

[State 5900, 1] ;Clear all int variables
type     = VarRangeSet
trigger1 = roundno = 1
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundno = 1
fvalue = 0

[State 5900, reset]
type = VarSet
trigger1 = RoundState = 0 
trigger2 = RoundState = 3
var(24) = 0

[State 5900, 3] ;Intro
type = ChangeState
trigger1 = roundno = 1
value = 190

;----------------------------------------------------------------------------------------------
; Cheese Kill (guarding)
[Statedef 133]
type    = L
movetype = H
physics = N
vel = 0,0
anim = 5130 + Var(6)

[State 0: PosSet]
type                    = PosSet
trigger1                = !time
y                       = 0

[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = time  = 40
value                   = 11, 0
channel                 = -1
ignorehitpause          = 0
persistent              = 1

[State 130, 1]
type                    = StateTypeSet
trigger1                = 1
statetype               = S
Physics                 = S

[State 132, 7]
type                    = ChangeState
trigger1                = !AnimTime
value                   = 5150

;---------------------------------------------------------------------------
; Guard Cancel A
[Statedef 135]
type                    = S
movetype                = I
physics                 = N
ctrl                    = 0
anim                    = 110 + Var(6)
sprpriority             = -1
velset                  = 0,0
poweradd                = -1000

[State 0, 0]
type                    = VelSet
trigger1                = animelem = 4
X                       = 5

[State 0, 0]
type                    = VelSet
trigger1                = animelem = 9
X                       = 0

[State 0, 0]
type                    = AssertSpecial
trigger1                = 1
flag                    = NoAutoTurn

[State 0: PlayerPush]
type                    = PlayerPush
trigger1                = 1
value                   = 0

[State 0: AfterImage]
type 			        = AfterImage
trigger1 		        = !Time
time 			        = 99999
timegap		            = 2
framegap 		        = 4
length 		            = 5
paladd 		            = 0, 0, 0
palmul 		            = .200, .120, .256
palcontrast 	        = 200,110,256
palcolor                = 0
trans 		            = add
persistent		        = 0

[State 0: AfterImageTime]
type                    = AfterImageTime
trigger1                = animelemtime(9) < 0
time                    = 2

[State 0: NotHitBy]
type                    = NotHitBy
trigger1                = 1
value                   = SCA, SA, HA, NP, SP, HP
time                    = 1
ignorehitpause          = 0
persistent              = 1

[State 0, 0]
type                    = PlaySnd
trigger1                = !time
value                   = 2, 3
channel                 = -1

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

[State 0, End]
type                    = changestate
trigger1                = !animtime
value                   = 0
ctrl                    = 1
;---------------------------------------------------------------------------
; Guard Cancel B
[Statedef 136]
type                    = S
movetype                = I
physics                 = N
ctrl                    = 0
anim                    = 115 + Var(6)
sprpriority             = -1
velset                  = 0,0
poweradd                = -1000

[State 0, 0]
type                    = VelSet
trigger1                = animelem = 4
X                       = -5

[State 0, 0]
type                    = VelSet
trigger1                = animelem = 10
X                       = 0

[State 0, 0]
type                    = AssertSpecial
trigger1                = 1
flag                    = NoAutoTurn

[State 0: PlayerPush]
type                    = PlayerPush
trigger1                = 1
value                   = 0

[State 0: AfterImage]
type 			        = AfterImage
trigger1 		        = !Time
time 			        = 99999
timegap		            = 2
framegap 		        = 4
length 		            = 5
paladd 		            = 0, 0, 0
palmul 		            = .200, .120, .256
palcontrast 	        = 200,110,256
palcolor                = 0
trans 		            = add
persistent		        = 0

[State 0: AfterImageTime]
type                    = AfterImageTime
trigger1                = animelemtime(10) < 0
time                    = 2

[State 0: NotHitBy]
type                    = NotHitBy
trigger1                = 1
value                   = SCA, SA, HA, NP, SP, HP
time                    = 1
ignorehitpause          = 0
persistent              = 1

[State 0, 0]
type                    = PlaySnd
trigger1                = !time
value                   = 2, 3
channel                 = -1

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

[State 0, End]
type                    = changestate
trigger1                = !animtime
value                   = 0
ctrl                    = 1

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