; Cody's CNS file

; Cody's variables
; Var(1) - Fast Screen Effect for Air Combos
; Var(2) - Bad Spray
; Var(3) - Dead End Irony/Criminal Fist/Bad Whirlwind/Tornado Storm
; Var(4) - Dead End Irony
; Var(5) - Transform Variable
; Var(6) - Custom Combo Variable
; Var(7)&Var(8)&Var(9)&Var(10) - Multi-Hit Defense Variable
; Var(11) - Dark Blade Final Destruction
; Var(12)&Var(13)&Var(14) - Psycho Uken
; Var(15)&Var(16)&Var(17)&Var(19) - Kamek's Combo Counter

[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1
yscale = 1
ground.back = 35
ground.front = 27
air.back = 26
air.front = 17
height = 64
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = 0, -93
mid.pos = -6, -51
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 2.6
walk.back = -2.0
run.fwd  = 4.5
run.back = -4
jump.neu = 0,-8
jump.back = -2.55
jump.fwd = 2.5
runjump.back = -3.7,-8.1
runjump.fwd = 4,-8.1
airjump.neu = 0,-8.1
airjump.back = -2.55
airjump.fwd = 2.5

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .44
stand.friction = .85
crouch.friction = .82

[Quotes]
victory1 = After waiting so long, it feels good to do more than two moves!
victory2 = C'mon! Stand up! Don't let me down!
victory3 = I don't care if your human, beast, or car!I'll take you on!
victory4 = I saved a city, saved a girl, but couldn't save myself...
victory5 = I've got a lot of time on my hands how about a rematch?
victory6 = Just remember!! This could happen to you again! And again!!
victory7 = The world is full of bad guys! I have so much work ahead of me!
victory8 = With so much riding on my fists, this will not be my final fight!

;---------------------------------------------------------------------------
; Light EX Tatsumaki Senpuu Kyaku - Air
[Statedef 12003332]
type    = A
movetype= A
physics = A
juggle  = 4
velset = 1,-5
ctrl = 0
anim = 1600



[State 1600, 5]
type = VelSet
trigger1 = Time = 0
x = 2
y = -4

[State 1600, 7]
type = VarSet
trigger1 = time = 0
var(3) = 0


[State 1600, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1600, 2]
type = PlaySnd
trigger1 = Time = 4
value = 4, 1

[State 1600, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Up
damage    = 20,10
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 12,12
priority = 4, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -71
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = -1, -6
air.velocity = -1,-5
air.hittime = 35
fall = 1



[State 1600, 8]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 1"
var(3) = 1

[State 1600, 9]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 2"
var(3) = 2

[State 1600, 10]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 3"
var(3) = 3

[State 1600, 11]
type = ChangeState
trigger1 = Time > 15
trigger1 = Var(3) = 1
value = 1201

[State 1600, 12]
type = ChangeState
trigger1 = Time > 15
trigger1 = Var(3) = 2
value = 1211

[State 1600, 13]
type = ChangeState
trigger1 = Time > 15
trigger1 = Var(3) = 3
value = 1221

;---------------------------------------------------------------------------
; Weak Bad Whirlwind
; Second and Third Kick
[Statedef 1201]
type    = A
movetype= A
physics = A
juggle  = 5
;poweradd = (var(6)=0)*40
ctrl = 0
anim = 1610
sprpriority = 2

[State 1601, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1601, 2]
type = PlaySnd
trigger1 = Time = 4
value = 4, 1

[State 1601, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Up
damage    = 20,10
getpower = 90,60
givepower = 60,44
guardflag = MAF
pausetime = 12,12
priority = 4, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -71
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = -1, -9
air.velocity = -1,-8
air.hittime = 35
fall = 1

[State 1601, 4]
type = VelSet
trigger1 = Time = 0
x = 1
y = -8

[State 1601, 5]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1601, 6]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 1"
var(3) = 1

[State 1601, 7]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 2"
var(3) = 2

[State 1601, 8]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 3"
var(3) = 3

[State 1601, 9]
type = ChangeState
triggerall = PrevStateNo != 1201
triggerall = PrevStateNo != 1211
triggerall = PrevStateNo != 1221
trigger1 = Time > 12
trigger1 = Var(3) = 1
value = 1201

[State 1601, 10]
type = ChangeState
triggerall = PrevStateNo != 1201
triggerall = PrevStateNo != 1211
triggerall = PrevStateNo != 1221
trigger1 = Time > 12
trigger1 = Var(3) = 2
value = 1211

[State 1601, 11]
type = ChangeState
triggerall = PrevStateNo != 1201
triggerall = PrevStateNo != 1211
triggerall = PrevStateNo != 1221
trigger1 = Time > 12
trigger1 = Var(3) = 3
value = 1221



;---------------------------------------------------------------------------
; Medium EX Tatsumaki Senpuu Kyaku - Air
[Statedef 12003333]
type    = A
movetype= A
physics = A
juggle  = 4
velset = 1.5,-5
ctrl = 0
anim = 1600



[State 1600, 5]
type = VelSet
trigger1 = Time = 0
x = 3
y = -4

[State 1600, 7]
type = VarSet
trigger1 = time = 0
var(3) = 0


[State 1610, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1610, 2]
type = PlaySnd
trigger1 = Time = 4
value = 4, 1

[State 1600, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Up
damage    = 25,15
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 12,12
priority = 4, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -71
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = -1, -6
air.velocity = -1,-5
air.hittime = 35
fall = 1



[State 1600, 8]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 1"
var(3) = 1

[State 1600, 9]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 2"
var(3) = 2

[State 1600, 10]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 3"
var(3) = 3

[State 1600, 11]
type = ChangeState
trigger1 = Time > 15
trigger1 = Var(3) = 1
value = 1201

[State 1600, 12]
type = ChangeState
trigger1 = Time > 15
trigger1 = Var(3) = 2
value = 1211

[State 1600, 13]
type = ChangeState
trigger1 = Time > 15
trigger1 = Var(3) = 3
value = 1221


;---------------------------------------------------------------------------
; Weak Bad Whirlwind
; Second and Third Kick
[Statedef 1211]
type    = A
movetype= A
physics = A
juggle  = 5
;poweradd = (var(6)=0)*40
ctrl = 0
anim = 1610
sprpriority = 2

[State 1611, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1611, 2]
type = PlaySnd
trigger1 = Time = 4
value = 4, 1

[State 1601, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Up
damage    = 25,15
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 12,12
priority = 4, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -71
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = -1, -9
air.velocity = -1,-8
air.hittime = 35
fall = 1

[State 1601, 4]
type = VelSet
trigger1 = Time = 0
x = 1
y = -8

[State 1601, 5]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1601, 6]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 1"
var(3) = 1

[State 1601, 7]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 2"
var(3) = 2

[State 1601, 8]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 3"
var(3) = 3

[State 1601, 9]
type = ChangeState
triggerall = PrevStateNo != 1201
triggerall = PrevStateNo != 1211
triggerall = PrevStateNo != 1221
trigger1 = Time > 12
trigger1 = Var(3) = 1
value = 1201

[State 1601, 10]
type = ChangeState
triggerall = PrevStateNo != 1201
triggerall = PrevStateNo != 1211
triggerall = PrevStateNo != 1221
trigger1 = Time > 12
trigger1 = Var(3) = 2
value = 1211

[State 1601, 11]
type = ChangeState
triggerall = PrevStateNo != 1201
triggerall = PrevStateNo != 1211
triggerall = PrevStateNo != 1221
trigger1 = Time > 12
trigger1 = Var(3) = 3
value = 1221




;---------------------------------------------------------------------------
; Hard EX Tatsumaki Senpuu Kyaku - Air
[Statedef 12003334]
type    = A
movetype= A
physics = A
juggle  = 4
velset = 2,-5
ctrl = 0
anim = 1600

[State 1600, 5]
type = VelSet
trigger1 = Time = 0
x = 4
y = -4

[State 1600, 7]
type = VarSet
trigger1 = time = 0
var(3) = 0


[State 1620, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1620, 2]
type = PlaySnd
trigger1 = Time = 4
value = 4, 1

[State 1600, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Up
damage    = 30,20
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 12,12
priority = 4, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -71
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = -1, -6
air.velocity = -1,-5
air.hittime = 35
fall = 1



[State 1600, 8]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 1"
var(3) = 1

[State 1600, 9]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 2"
var(3) = 2

[State 1600, 10]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 3"
var(3) = 3

[State 1600, 11]
type = ChangeState
trigger1 = Time > 15
trigger1 = Var(3) = 1
value = 1201

[State 1600, 12]
type = ChangeState
trigger1 = Time > 15
trigger1 = Var(3) = 2
value = 1211

[State 1600, 13]
type = ChangeState
trigger1 = Time > 15
trigger1 = Var(3) = 3
value = 1221



;---------------------------------------------------------------------------
; Weak Bad Whirlwind
; Second and Third Kick
[Statedef 1221]
type    = A
movetype= A
physics = A
juggle  = 5
;poweradd = (var(6)=0)*40
ctrl = 0
anim = 1610
sprpriority = 2

[State 1621, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1621, 2]
type = PlaySnd
trigger1 = Time = 4
value = 4, 1

[State 1601, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Up
damage    = 30,20
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 12,12
priority = 4, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -71
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = -1, -9
air.velocity = -1,-8
air.hittime = 35
fall = 1

[State 1601, 4]
type = VelSet
trigger1 = Time = 0
x = 1
y = -8

[State 1601, 5]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1601, 6]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 1"
var(3) = 1

[State 1601, 7]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 2"
var(3) = 2

[State 1601, 8]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 3"
var(3) = 3

[State 1601, 9]
type = ChangeState
triggerall = PrevStateNo != 1201
triggerall = PrevStateNo != 1211
triggerall = PrevStateNo != 1221
trigger1 = Time > 12
trigger1 = Var(3) = 1
value = 1201

[State 1601, 10]
type = ChangeState
triggerall = PrevStateNo != 1201
triggerall = PrevStateNo != 1211
triggerall = PrevStateNo != 1221
trigger1 = Time > 12
trigger1 = Var(3) = 2
value = 1211

[State 1601, 11]
type = ChangeState
triggerall = PrevStateNo != 1201
triggerall = PrevStateNo != 1211
triggerall = PrevStateNo != 1221
trigger1 = Time > 12
trigger1 = Var(3) = 3
value = 1221

;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

[State 170, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 7, 3
volume = 100

;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Random < 300
trigger2 = Facing = -1
trigger2 = Random = [550, 749]
value = 181

[State 180, 2]
type = ChangeState
trigger1 = Random = [300, 549]
value = 182

[State 180, 3]
type = ChangeState
trigger1 = Facing = 1
trigger1 = Random = [550, 749]
value = 183

[State 180, 4]
type = ChangeState
trigger1 = Random = [750, 999]
value = 184

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

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 2]
type = PlaySnd
trigger1 = Time = 0
value = 7, 0
volume = 120

;---------------------------------------------------------------------------
; Win pose 2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 182, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 182, 2]
type = AssertSpecial
trigger1 = Time = [0, 260]
flag = roundnotover

; Cody controls
[State 182, 3]
type = PlaySnd
trigger1 = IsHelper = 0
trigger1 = AnimElem = 5
value = 7, 1
persistent = 0

[State 182, 4]
type = ChangeAnim
trigger1 = Anim = 182
trigger1 = AnimTime = 0
value = 100

[State 182, 5]
type = VelSet
trigger1 = Anim = 100
x = 3.5

[State 182, 6]
type = Helper
trigger1 = IsHelper = 0
trigger1 = Time = 0
name = "Eddie"
id = 182
pos = -550, 0
stateno = 182
helpertype = normal
keyctrl = 0
ontop = 1
ownpal = 1

[State 182, 7]
type = ScreenBound
trigger1 = Anim = 100
value = 0

; Eddie controls
[State 182, 8]
type = PlaySnd
trigger1 = IsHelper = 1
trigger1 = Anim = 186
value = 2, 5
persistent = 0

[State 182, 9]
type = PlaySnd
trigger1 = IsHelper = 1
trigger1 = TimeMod = 18, 1
trigger1 = Anim = 187
value = 2, 13

[State 182, 10]
type = ChangeAnim
triggerall = IsHelper = 1
trigger1 = Time = 0
trigger2 = AnimTime = 0
trigger2 = Anim = 186
value = 187

[State 182, 11]
type = ChangeAnim
triggerall = IsHelper = 1
trigger1 = ScreenPos X >= 50
value = 186
persistent = 0

[State 182, 12]
type = VelSet
trigger1 = Anim = 187
x = 4.3

[State 182, 13]
type = VelSet
trigger1 = Anim = 186
x = 0

;---------------------------------------------------------------------------
; Win pose 3
[Statedef 183]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 183, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 183, 2]
type = AssertSpecial
trigger1 = Time = [0, 510]
flag = roundnotover

; Cody controls
[State 183, 3]
type = PlaySnd
trigger1 = IsHelper = 0
trigger1 = AnimElem = 6
value = 12, 0
persistent = 0

[State 183, 4]
type = PlaySnd
trigger1 = IsHelper = 0
trigger1 = Anim = 255
trigger1 = AnimElem = 3, 2
value = 1, 2
persistent = 0

[State 183, 4]
type = PlaySnd
trigger1 = IsHelper = 0
trigger1 = Anim = 181
value = 7, 0
persistent = 0

[State 183, 5]
type = ChangeAnim
trigger1 = Anim = 182
trigger1 = AnimTime = 0
value = 100

[State 183, 6]
type = VelSet
triggerall = IsHelper = 0
trigger1 = ScreenPos X <= 430
trigger1 = Anim = 100
x = 3.5

[State 183, 7]
type = VelSet
triggerall = IsHelper = 0
trigger1 = ScreenPos X > 430
trigger1 = Time < 350
trigger2 = Time > 200
trigger2 = ScreenPos X <= 140
x = 0

[State 183, 8]
type = Turn
triggerall = IsHelper = 0
trigger1 = Time = 200
trigger2 = Anim = 5
trigger2 = AnimElem = 2

[State 183, 9]
type = VelSet
triggerall = IsHelper = 0
trigger1 = Time >= 350
trigger1 = ScreenPos X > 140
x = 3.5

[State 183, 10]
type = ChangeAnim
triggerall = IsHelper = 0
trigger1 = Time > 200
trigger1 = ScreenPos X <= 140
value = 5
persistent = 0

[State 183, 11]
type = ChangeAnim
triggerall = IsHelper = 0
trigger1 = Anim = 5
trigger1 = AnimTime = 0
value = 255
persistent = 0

[State 183, 12]
type = ChangeAnim
triggerall = IsHelper = 0
trigger1 = Anim = 255
trigger1 = AnimTime = 0
value = 181
persistent = 0

[State 183, 13]
type = Explod
triggerall = IsHelper = 0
trigger1 = Anim = 255
trigger1 = AnimElem = 3, 2
anim = 6020
id = 183
postype = P1
pos = 90, -70
ontop = 1
ownpal = 1

[State 183, 14]
type = Helper
trigger1 = IsHelper = 0
trigger1 = Time = 0
name = "Eddie"
id = 183
postype = back
pos = -460, 0
stateno = 183
helpertype = normal
keyctrl = 0
ontop = 1
ownpal = 1

[State 183, 15]
type = ScreenBound
trigger1 = ScreenPos X > 200
value = 0

; Eddie controls
[State 183, 16]
type = PlaySnd
trigger1 = IsHelper = 1
trigger1 = Anim = 186
value = 2, 5
persistent = 0

[State 182, 17]
type = PlaySnd
trigger1 = IsHelper = 1
trigger1 = TimeMod = 18, 1
trigger1 = Anim = 187
value = 2, 13

[State 183, 18]
type = ChangeAnim
triggerall = IsHelper = 1
trigger1 = Time = 0
trigger2 = AnimTime = 0
trigger2 = Anim = 186
value = 187

[State 183, 19]
type = ChangeAnim
triggerall = IsHelper = 1
trigger1 = ScreenPos X >= 50
value = 186
persistent = 0

[State 183, 20]
type = VelSet
triggerall = IsHelper = 1
trigger1 = Time < 260
x = 4.3

[State 183, 21]
type = VelSet
triggerall = IsHelper = 1
trigger1 = Anim = 186
trigger2 = Time = 260
trigger3 = Time >= 380
trigger3 = ScreenPos X <= 225
x = 0

[State 183, 22]
type = Turn
triggerall = IsHelper = 1
trigger1 = Time = 260
persistent = 0

[State 183, 23]
type = VelSet
triggerall = IsHelper = 1
trigger1 = Time >= 380
trigger1 = ScreenPos X > 225
x = 4.3

[State 183, 24]
type = ChangeAnim
triggerall = IsHelper = 1
trigger1 = Time >= 380
trigger1 = ScreenPos X <= 225
value = 188
persistent = 0

[State 183, 25]
type = VelSet
triggerall = IsHelper = 1
trigger1 = Anim = 188
x = -5
y = -3

;---------------------------------------------------------------------------
; Win pose 4
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 184, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 184, 2]
type = PlaySnd
trigger1 = Time = 0
value = 7, 2

;---------------------------------------------------------------------------
; Taunt
[Statedef 185]
type = S
ctrl = 0
anim = 185
poweradd = 200
velset = 0,0

[State 185, 1]
type = PlaySnd
trigger1 = Time = 0
value = 7, 2

[State 185, 2]
type = PlaySnd
trigger1 = AnimElem = 13
value = 1, 8

[State 185, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 190, 14]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Maki4"
value = 10000

[State 190, 14]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Guy"
value = 10001

[State 190, 14]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "M.Bison"
trigger2 = p2name = "M.Bison2"
value = 10002

[State 190, 10]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Cody"
value = 10003

[State 190, 1]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 2]
type = PlaySnd
trigger1 = AnimElem = 16
value = 3, 0

[State 190, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10003]
type = S
ctrl = 0
anim = 18421
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10000, 5]
type = ChangeAnim
triggerall = Anim = 18421
trigger1 = Time = 91
value = 0


[State 10003, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 880
flag = Intro

[State 10003, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510646
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10003, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F100001121
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10003, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 880
value = 0

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


[Statedef 10000]
type = S
ctrl = 0
anim = 18421
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10000, 5]
type = ChangeAnim
triggerall = Anim = 18421
trigger1 = Time = 91
value = 0


[State 10000, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1320
flag = Intro

[State 10000, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9610
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10000, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10039
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10000, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1320
value = 0

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


[Statedef 10001]
type = S
ctrl = 0
anim = 18421
velset = 0,0

[State 10001, 5]
type = ChangeAnim
triggerall = Anim = 18421
trigger1 = Time = 91
value = 0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10001, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1320
flag = Intro

[State 10001, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9610
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10001, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10017
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10001, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1320
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10002]
type = S
ctrl = 0
anim = 18421
velset = 0,0

[State 10002, 5]
type = ChangeAnim
triggerall = Anim = 18421
trigger1 = Time = 91
value = 0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0


[State 10002, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro

[State 10002, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10002, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10040
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10002, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0


;---------------------------------------------------------------------------
; Stand Light Punch
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 9
velset = 0,0
ctrl = 0
anim = 200
;poweradd = (var(6)=0)*20
sprpriority = 2

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

[State 200, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 15, 1
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = MA
hitflag = MAF
;priority = 2, Hit
pausetime = 9, 9
sparkno = 0
;guard.sparkno = S6050
sparkxy = -20, -82
hitsound = S1, 0
guardsound = S1, 7
ground.type = High
ground.slidetime = 8
ground.hittime  = 9
ground.velocity = -5
airguard.velocity = -2,-.8
air.type = High
air.velocity = -2,-3
air.hittime = 9

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand Light Knife Punch
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 9
velset = 0,0
ctrl = 0
anim = 205
;poweradd = 10
sprpriority = 2

[State 205, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,4

[State 205, 1]
type = PlaySnd
trigger1 = Time = 0
value = 4,0


[State 205, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 20, 5
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = MA
hitflag = MAF
;priority = 2, Hit
pausetime = 9, 9
sparkno = 10
guard.sparkno = 1166444522
sparkxy = -20, -71
hitsound = S1,9
guardsound = S1, 7
ground.type = High
ground.slidetime = 8
ground.hittime  = 9
ground.velocity = -5
airguard.velocity = -2,-.8
air.type = High
air.velocity = -2,-3
air.hittime = 9
guard.kill = 0

[State 205, 3]
type = Explod
trigger1 = time = 0
anim = 4084
id = 4084
postype = P1
pos = 4, -70
ontop = 1
ownpal = 1

[State 205, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand Medium Punch
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 220
;poweradd = (var(6)=0)*40
sprpriority = 2

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

[State 220, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 35, 2
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = MA
hitflag = MAF
;priority = 3, Hit
pausetime = 8, 8
sparkno = 1
;guard.sparkno = S6050
sparkxy = -20, -106
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 7
ground.hittime  = 10
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10

[State 220, 3]
type = Null ;VarSet
trigger1 = MoveContact
trigger1 = Var(4) = 1
trigger1 = Random = [100, 500]
trigger2 = MoveContact
trigger2 = Var(4) = 1
trigger2 = Random = [600, 800]
var(30) = 1

[State 220, 4]
type = Null ;ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
value = 230

[State 220, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand Medium Knife Punch
[Statedef 221]
type    = S
movetype= A
physics = S
juggle  = 9
velset = 0,0
ctrl = 0
anim = 221
;poweradd = 20
sprpriority = 2

[State 221, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 5

[State 221, 1]
type = PlaySnd
trigger1 = Time = 1
value = 4, 0

[State 221, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 40, 10
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = MA
hitflag = MAF
;priority = 3, Hit
pausetime = 9, 9
sparkno = 10
guard.sparkno = 1166444522
sparkxy = -20, -71
hitsound = S1, 10
guardsound = S1, 7
ground.type = High
ground.slidetime = 8
ground.hittime  = 9
ground.velocity = -7
airguard.velocity = -2,-.8
air.type = High
air.velocity = -2,-3
air.hittime = 9
guard.kill = 0

[State 221, 3]
type = Explod
trigger1 = time = 0
anim = 4084
id = 4084
postype = P1
pos = 4, -70
ontop = 1
ownpal = 1

[State 221, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stomach Blow
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 9
velset = 0,0
ctrl = 0
anim = 225
;poweradd = (var(6)=0)*40
sprpriority = 2

[State 225, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 225, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 55, 3
getpower = 60,16
givepower = 30,22
animtype = Medium
guardflag = MA
hitflag = MAF
;priority = 5, Hit
pausetime = 8, 8
sparkno = 2
;guard.sparkno = S6050
sparkxy = -20, -68
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -6.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10

[State 225, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Normal Strong Punch
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 9
;poweradd = (var(6)=0)*60
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 0

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

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

[State 240, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Hard
damage = 55, 3
getpower = 60,16
givepower = 30,22
guardflag = MA
pausetime = 12,12
;priority = 4, Hit
sparkno = 2
;guard.sparkno = S6050
sparkxy = -20, -90
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -13
air.velocity = -2.5,-4

[State 240, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Normal Strong Punch
[Statedef 2402211]
type    = S
movetype= A
physics = S
juggle  = 9
;poweradd = (var(6)=0)*60
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 0

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

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

[State 240, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Hard
damage = 15, 3
getpower = 60,16
givepower = 30,22
guardflag = MA
pausetime = 12,12
;priority = 4, Hit
sparkno = 2
;guard.sparkno = S6050
sparkxy = -20, -90
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -13
air.velocity = -2.5,-4

[State 240, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Normal Strong Punch
[Statedef 24022]
type    = S
movetype= A
physics = S
juggle  = 9
;poweradd = (var(6)=0)*60
ctrl = 0
velset = 0,0
anim = 300222
sprpriority = 0

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

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

[State 240, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Hard
damage = 60, 3
getpower = 60,16
givepower = 30,22
guardflag = MA
pausetime = 12,12
;priority = 4, Hit
sparkno = 2
;guard.sparkno = S6050
sparkxy = -20, -90
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -13
air.velocity = -2.5,-4

[State 240, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Normal Strong Punch
[Statedef 240223]
type    = S
movetype= A
physics = S
juggle  = 9
;poweradd = (var(6)=0)*60
ctrl = 0
velset = 0,0
anim = 3002223
sprpriority = 0

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

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

[State 240, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Hard
damage = 50, 3
getpower = 60,16
givepower = 30,22
guardflag = MA
pausetime = 12,12
;priority = 4, Hit
sparkno = 2
;guard.sparkno = S6050
sparkxy = -20, -90
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -13
air.velocity = -2.5,-4

[State 240, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Shin Strong Punch
[Statedef 241]
type    = S
movetype= A
physics = S
juggle  = 9
;poweradd = (var(6)=0)*60
ctrl = 0
velset = 0,0
anim = 241
sprpriority = 0

[State 241, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 241, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 1

[State 241, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Hard
damage = 60, 3
getpower = 60,16
givepower = 30,22
guardflag = MA
pausetime = 12,12
;priority = 4, Hit
sparkno = 2
;guard.sparkno = S6050
sparkxy = -20, -90
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -4, -3
air.velocity = -4,-2
fall = 1

[State 241, 4]
type = VelSet
trigger1 = AnimElem = 3
x = 8

[State 241, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Knife Punch
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 9
;poweradd = 30
ctrl = 0
velset = 0,0
anim = 245
sprpriority = 0

[State 245, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 6

[State 245, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4, 2

[State 245, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Hard
damage = 60, 15
getpower = 60,16
givepower = 30,22
guardflag = MA
pausetime = 12,12
;priority = 4, Hit
sparkno = 10
guard.sparkno = 1166444522
sparkxy = -26, -85
hitsound = S1, 11
guardsound = S1, 7
ground.type = High
ground.slidetime = 8
ground.hittime  = 9
ground.velocity = -13
air.velocity = -1.5,-2
air.hittime  = 9
guard.kill = 0

[State 245, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 4084
id = 4084
postype = P1
pos = 23, -99
ontop = 1
ownpal = 1

[State 245, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Kick
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 9
;poweradd = (var(6)=0)*20
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2

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

[State 210, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MA
animtype  = Light
damage    = 20,1
getpower = 25,12
givepower = 12,6
;getpower = (var(6)=0)* 10
guardflag = MA
pausetime = 12,12
;priority = 2, Hit
sparkno = 0
;guard.sparkno = S6050
sparkxy = -20, -21
hitsound = S1, 4
guardsound = S1, 7
ground.type = Low
ground.slidetime = 8
ground.hittime  = 9
ground.velocity = -6
air.velocity = -2.5,-3.5

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

;---------------------------------------------------------------------------
; Standing Medium Kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 9
;poweradd = (var(6)=0)*40
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

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

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Medium
damage    = 40,2
getpower = 40,14
givepower = 20,12
guardflag = MA
pausetime = 12,12
priority = 3, Hit
sparkno = 1
;guard.sparkno = S6050
sparkxy = -20, -52
hitsound = S1, 5
guardsound = S1, 7
ground.type = Low
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -7.5
air.velocity = -2.5,-3.5

[State 230, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Running Medium Kick
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 9
;poweradd = (var(6)=0)*40
ctrl = 0
anim = 235
sprpriority = 2

[State 235, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 235, 2]
type = PlaySnd
trigger1 = Time = 1
value = 4, 3

[State 235, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Hard
damage    = 40,2
getpower = 40,14
givepower = 20,12
guardflag = MA
pausetime = 12,12
;priority = 4, Hit
sparkno = 1
;guard.sparkno = S6050
sparkxy = -20, -71
hitsound = S1, 5
guardsound = S1, 7
ground.type = High
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -9, 0
air.velocity = -7, -1
air.hittime = 12

[State 235, 4]
type = VelSet
trigger1 = Time = 0
x = 4
y = -3.5

[State 235, 5]
type = StateTypeSet
trigger1 = Time >= 3
statetype = A
physics = A

[State 235, 6]
type = PosSet
trigger1 = Pos Y > -7
trigger1 = time > 10
y = 0

[State 235, 7]
type = VelSet
trigger1 = Pos Y > -7
trigger1 = Time >= 10
x = 0
y = 0

[State 235, 8]
type = StateTypeSet
trigger1 = Pos Y > -7
trigger1 = Time >= 10
statetype = S
physics = S

[State 235, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Kick
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 4
;poweradd = (var(6)=0)*60
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 2

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

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

[State 250, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Hard
damage    = 60,3
getpower = 60,16
givepower = 30,22
;getpower = (var(6)=0)* 30
guardflag = MA
pausetime = 12,12
priority = 4, Hit
sparkno = 2
;guard.sparkno = S6050
sparkxy = -20, -92
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -14,0
air.velocity = -7,-2
air.hittime = 12

[State 250, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Kick
[Statedef 25011]
type    = S
movetype= A
physics = S
juggle  = 9
;poweradd = (var(6)=0)*60
ctrl = 0
velset = 0,0
anim = 250116
sprpriority = 2

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

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

[State 250, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Hard
damage    = 55,3
getpower = 60,16
givepower = 30,22
guardflag = MA
pausetime = 12,12
;priority = 4, Hit
sparkno = 2
;guard.sparkno = S6050
sparkxy = -20, -72
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -14,0
air.velocity = -7,-2
air.hittime = 10

[State 250, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crack Kick
[Statedef 255]
type    = S
movetype= A
physics = S
juggle  = 9
;poweradd = (var(6)=0)*60
ctrl = 0
anim = 255
sprpriority = 2

[State 255, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 255, 2]
type = PlaySnd
trigger1 = Time = 1
value = 4, 2

[State 255, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Up
damage    = 65,3
getpower = 60,16
givepower = 30,22
guardflag = MA
pausetime = 12,12
;priority = 4, Hit
sparkno = 2
;guard.sparkno = S6050
sparkxy = -20, -71
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -9, -3
air.velocity = -7,-3
air.hittime = 10
fall = 1

[State 255, 4]
type = VelSet
trigger1 = Time = 0
x = 4
y = -3.5

[State 255, 5]
type = StateTypeSet
trigger1 = Time >= 3
statetype = A
physics = A

[State 255, 6]
type = PosSet
trigger1 = Pos Y > -7
trigger1 = time > 10
y = 0

[State 255, 7]
type = VelSet
trigger1 = Pos Y > -7
trigger1 = Time >= 10
x = 0
y = 0

[State 255, 8]
type = StateTypeSet
trigger1 = Pos Y > -7
trigger1 = Time >= 10
statetype = S
physics = S

[State 255, 9]
type = PlaySnd
trigger1 = Var(5) = 2
trigger1 = AnimElem = 2
value = 2, 4

[State 255, 10]
type = Projectile
trigger1 = Var(5) = 2
trigger1 = AnimElem = 2
projanim = 4040   
projhitanim = -1
offset = 55, -48
velocity = 4, -3.5
accel = 0, 0.45
projremovetime = 17
projremove = 0
remvelocity = 0, 0
attr = S, NP
damage    = 10,3
getpower = 60,16
givepower = 30,22
guardflag = MA
pausetime = 0, 9
sparkno = 3
guard.sparkno = 0
sparkxy = -20, 4
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 15
ground.hittime = 30
ground.velocity = -3, -7
air.velocity = -2.5, -7
air.hittime = 30
air.juggle = 4

[State 255, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crack Kick
[Statedef 25511]
type    = S
movetype= A
physics = S
juggle  = 5
;poweradd = (var(6)=0)*60
ctrl = 0
anim = 120011
sprpriority = 2

[State 255, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 255, 2]
type = PlaySnd
trigger1 = Time = 1
value = 4, 2

[State 255, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MA
animtype  = Heavy
damage    = 60,3
getpower = 60,16
givepower = 30,22
guardflag = L
pausetime = 12,12
priority = 4, Hit
sparkno = 2
;guard.sparkno = S6050
sparkxy = -20, -15
hitsound = S1, 2
guardsound = S1, 7
ground.type = LOW
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -6, -0 ;.5
air.velocity = -1,-3.5
air.hittime = 10
;fall = 1



[State 255, 9]
type = PlaySnd
trigger1 = Var(5) = 2
trigger1 = AnimElem = 2
value = 2, 4

[State 255, 10]
type = Projectile
trigger1 = Var(5) = 2
trigger1 = AnimElem = 2
projanim = 4040   
projhitanim = -1
offset = 55, -48
velocity = 4, -3.5
accel = 0, 0.45
projremovetime = 17
projremove = 0
remvelocity = 0, 0
attr = S, NP
damage    = 10,3
getpower = 60,16
givepower = 30,22
guardflag = HA
pausetime = 0, 9
sparkno = 3
guard.sparkno = 0
sparkxy = -20, 4
hitsound = S1, 2
guardsound = S1, 7
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -1, -3.5
air.velocity = -1,-3.5
air.hittime = 10
fall = 1

[State 255, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Crouching Light Punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 9
;poweradd = (var(6)=0)*20
ctrl = 0
anim = 400
sprpriority = 2

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 16,1
getpower = 25,12
givepower = 12,6
priority  = 2, Hit
animtype  = Light
hitflag = MAF
guardflag = MA
pausetime = 10,11
;priority = 2, Hit
sparkno = 0
;guard.sparkno = S6050
sparkxy = -20, -61
hitsound = S1, 0
guardsound = S1, 7
ground.type = Low
ground.slidetime = 7
ground.hittime  = 8
ground.velocity = -4
air.velocity = -1.5,-3

[State 400, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Knife Punch
[Statedef 405]
type    = C
movetype= A
physics = C
juggle  = 9
;poweradd = 10
ctrl = 0
anim = 405
sprpriority = 2

[State 405, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 4

[State 405, 1]
type = PlaySnd
trigger1 = Time = 1
value = 4, 0

[State 405, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 20,5
getpower = 25,12
givepower = 12,6
priority  = 2, Hit
animtype  = Light
hitflag = MAF
guardflag = MA
pausetime = 10,11
;priority = 2, Hit
sparkno = 10
guard.sparkno = 1166444522
sparkxy = -20, -56
hitsound = S1, 9
guardsound = S1, 7
ground.type = Low
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -4
air.velocity = -1.5,-3
guard.kill = 0

[State 405, 3]
type = Explod
trigger1 = time = 0
anim = 4084
id = 4084
postype = P1
pos = 10, -45
ontop = 1
ownpal = 1

[State 405, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 9
;poweradd = (var(6)=0)*40
ctrl = 0
anim = 420
sprpriority = 2

[State 420, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 420, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 36,2
getpower = 40,14
givepower = 20,12
priority  = 3, Hit
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 10,11
sparkno = 1
;guard.sparkno = S6050
sparkxy = -20, -61
hitsound = S1, 1
guardsound = S1, 7
ground.type = Low
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -7
air.velocity = -1.5,-3

[State 420, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Knife Punch
[Statedef 425]
type    = C
movetype= A
physics = C
juggle  = 9
;poweradd = 20
ctrl = 0
anim = 425
sprpriority = 2

[State 425, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 5

[State 425, 1]
type = PlaySnd
trigger1 = Time = 1
value = 4, 0

[State 425, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 40,10
getpower = 40,14
givepower = 20,12
priority  = 3, Hit
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 10,11
sparkno = 10
guard.sparkno = 1166444522
sparkxy = -20, -56
hitsound = S1, 10
guardsound = S1, 7
ground.type = Low
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -7
air.velocity = -1.5,-3
guard.kill = 0

[State 425, 3]
type = Explod
trigger1 = time = 0
anim = 4084
id = 4084
postype = P1
pos = 10, -45
ontop = 1
ownpal = 1

[State 425, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 9
;poweradd = (var(6)=0)*60
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 440, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 55, 3
getpower = 60,16
givepower = 30,22
animtype  = Up
hitflag = MAF
guardflag = MA
pausetime = 12,12
;priority = 4, Hit
sparkno = 2
;guard.sparkno = S6050
sparkxy = -20, -63
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -4, -7
air.velocity = -3,-7
air.hittime = 10
fall = 1

[State 440, 3]
type = PlaySnd
trigger1 = Var(5) = 2
trigger1 = AnimElem = 2
value = 2, 4

[State 440, 4]
type = Projectile
trigger1 = Var(5) = 2
trigger1 = AnimElem = 1
projID = 440
projanim = 4020   
projhitanim = -1
offset = 65, 0
velocity = 0, 0
accel = 0, 0
projremovetime = 32
projremove = 0
remvelocity = 0, 0
attr = C, NP
damage    = 10, 3
getpower = 60,16
givepower = 30,22
guardflag = MA
pausetime = 0, 9
sparkno = -1
guard.sparkno = -1
sparkxy = -20, -1
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -4, -7
air.velocity = -3,-7
air.hittime = 10
fall = 1


[State 440, 5]
type = Explod
trigger1 = ProjHit440 = 1
anim = 6020
id = 440
postype = P2
pos = 22, -70
ontop = 1
ownpal = 1
persistent = 0

[State 440, 6]
type = Explod
trigger1 = ProjGuarded440 = 1
anim = 6050
id = 440
postype = P2
pos = 22, -70
ontop = 1
ownpal = 1
persistent = 0

;[State 440, 7]
;type = ChangeState
;triggerall = Command = "holdup"
;trigger1 = MoveContact
;trigger2 = ProjContact440 = 1
;value = 60
;ctrl = 1

[State 440, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Strong Knife Punch
[Statedef 445]
type    = C
movetype= A
physics = C
juggle  = 9
;poweradd = 30
ctrl = 0
anim = 445
sprpriority = 2

[State 445, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 6

[State 445, 1]
type = PlaySnd
trigger1 = Time = 1
value = 4, 2

[State 445, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 60, 15
getpower = 60,16
givepower = 30,22
animtype  = Up
hitflag = MAF
guardflag = MA
pausetime = 12,12
;priority = 4, Hit
sparkno = 10
guard.sparkno = 1166444522
sparkxy = -10, -30
hitsound = S1, 11
guardsound = S1, 7
ground.type = Low
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -0.5, -13
air.velocity = -0.8,-13
air.hittime = 35
guard.kill = 0

[State 445, 4]
type = Explod
trigger1 = time = 0
anim = 4084
id = 4084
postype = P1
pos = -31, -70
ontop = 1
ownpal = 1

[State 445, 6]
type = ChangeState
triggerall = MoveContact
trigger1 = Command = "holdup"
value = 60
ctrl = 1

[State 445, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Kick
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 9
;poweradd = (var(6)=0)*20
ctrl = 0
anim = 410
sprpriority = 2

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

[State 410, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 20,1
getpower = 25,12
givepower = 12,6
animtype  = Light
hitflag = MA
guardflag = L
pausetime = 12,12
;priority = 2, Hit
sparkno = 0
;guard.sparkno = S6050
sparkxy = -20, -9
hitsound = S1, 4
guardsound = S1, 7
ground.type = Low
ground.slidetime = 8
ground.hittime  = 9
ground.velocity = -6
air.velocity = -2,-3
down.velocity = -5,-3
down.hittime = 20

[State 410, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Kick
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 9
;poweradd = (var(6)=0)*40
ctrl = 0
anim = 430
sprpriority = 2

[State 430, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2, 0

[State 430, 2]
type = VelAdd
trigger1 = AnimElem = 2
x = 9.5

[State 430, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 40,2
getpower = 40,14
givepower = 20,12
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 12,12
;priority = 3, Hit
sparkno = 1
;guard.sparkno = S6050
sparkxy = -10, -46
hitsound = S1, 5
guardsound = S1, 7
ground.type = Low
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -6
air.velocity = -2,-3
down.velocity = -2,-6
down.hittime = 20

[State 430, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch Strong Kick
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 9
;poweradd = (var(6)=0)*60
ctrl = 0
anim = 450
sprpriority = 2

[State 450, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 450, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 60,1
getpower = 60,16
givepower = 30,22
hitflag = MAF
guardflag = LA
pausetime = 12,12
;priority = 4, Hit
sparkno = 2
;guard.sparkno = S6050
sparkxy = -20, -38
hitsound = S1, 2
guardsound = S1, 7
ground.type = Trip
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

[State 450, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Normal Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = (var(6)=0)*20
ctrl = 0
anim = 600
sprpriority = 2

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

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Light
damage    = 23
getpower = 25,12
givepower = 12,6
guardflag = HA
priority = 2, Hit
pausetime = 7,8
sparkno = 0
;guard.sparkno = S6050
sparkxy = -20, -91
hitsound = S1, 0
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

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

;---------------------------------------------------------------------------
; Normal Jump Light Knife Punch
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = 10
ctrl = 0
anim = 605
sprpriority = 2

[State 605, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 4

[State 605, 1]
type = PlaySnd
trigger1 = Time = 1
value = 4, 0

[State 605, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Light
damage    = 29, 5
getpower = 25,12
givepower = 12,6
guardflag = HA
priority = 2, Hit
pausetime = 7,8
sparkno = 10
guard.sparkno = 1166444522
sparkxy = -20, -63
hitsound = S1, 9
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 605, 3]
type = Explod
trigger1 = time = 0
anim = 4084
id = 4084
postype = P1
pos = -19, -119
ontop = 1
ownpal = 1

[State 605, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
; Normal Jump Medium Punch
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = (var(6)=0)*40
ctrl = 0
anim = 620
sprpriority = 2

[State 620, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 620, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 43,2
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = HA
priority = 3, Hit
pausetime = 7,8
sparkno = 1
;guard.sparkno = S6050
sparkxy = -20, -68
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 620, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
; Normal Jump Medium Knife Punch
[Statedef 625]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = 20
ctrl = 0
anim = 625
sprpriority = 2

[State 625, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 5

[State 625, 1]
type = PlaySnd
trigger1 = Time = 1
value = 4, 0

[State 625, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 49,10
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = HA
priority = 3, Hit
pausetime = 7,8
sparkno = 10
guard.sparkno = 1166444522
sparkxy = -20, -68
hitsound = S1, 10
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 625, 3]
type = Explod
trigger1 = time = 0
anim = 4084
id = 4084
postype = P1
pos = -19, -119
ontop = 1
ownpal = 1

[State 625, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
; Normal Jump Strong Punch
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = (var(6)=0)*(ifelse((IsHelper)=1, 0, 60))
ctrl = 0
anim = 640
sprpriority = ifelse((IsHelper)=1, 3, 2)

[State 640, 1]
type = PlaySnd
trigger1 = IsHelper = 0
trigger1 = Time = 2
value = 0, 2

[State 640, 2]
type = PlaySnd
trigger1 = IsHelper = 1
trigger1 = Time = 0
value = 2, 4

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 63,3
getpower = 60,16
givepower = 30,22
guardflag = HA
;priority = 4, Hit
pausetime = ifelse((IsHelper)=1, 0, 12), ifelse((IsHelper)=1, 0, 12)
sparkno = 2
;guard.sparkno = S6050
sparkxy = -20, -68
hitsound = S1, 3
guardsound = S1, 7
animtype = Hard
ground.type = High
ground.slidetime = 7
ground.hittime  = 8
ground.velocity = -5
air.velocity = -3,10
air.fall = 1
fall.recover = 0

[State 640, 4]
type = Helper
trigger1 = Var(5) = 2
trigger1 = IsHelper = 0
trigger1 = AnimElem = 1
name = "Tornado"
id = 640
pos = 40, -56
stateno = 640
helpertype = normal
keyctrl = 0
ontop = 1
ownpal = 1

[State 640, 5]
type = ChangeAnim
trigger1 = IsHelper = 1
persistent = 0
value = 4040

[State 640, 6]
type = BindToRoot
trigger1 = IsHelper = 1
pos = 40, -56
time = -1

[State 640, 7]
type = ChangeState
trigger1 = IsHelper = 0
trigger1 = AnimTime = 0
value = 50
ctrl = 0

[State 640, 8]
type = DestroySelf
trigger1 = IsHelper = 1
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; Normal Jump Strong Knife Punch
[Statedef 645]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = 30
ctrl = 0
anim = 645
sprpriority = 2

[State 645, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 6

[State 645, 2]
type = PlaySnd
trigger1 = Time = 2
value = 4, 2

[State 645, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 69,15
getpower = 60,16
givepower = 30,22
guardflag = HA
;priority = 4, Hit
pausetime = 12,12
sparkno = 10
guard.sparkno = 1166444522
sparkxy = -20, -68
hitsound = S1, 11
guardsound = S1, 7
animtype = Hard
ground.type = High
ground.slidetime = 7
ground.hittime  = 8
ground.velocity = -5
air.velocity = -3,10
air.fall = 1
fall.recover = 0

[State 645, 4]
type = Explod
trigger1 = time = 0
anim = 4084
id = 4084
postype = P1
pos = -19, -119
ontop = 1
ownpal = 1

[State 645, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
; Normal Jump Light Kick
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = (var(6)=0)*20
ctrl = 0
anim = 610
sprpriority = 2

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

[State 610, 2]
type = HitDef
trigger1 = Time = 0
animtype = Light
attr = A, NA
damage = 25,1
getpower = 25,12
givepower = 12,6
guardflag = HA
priority = 2, Hit
pausetime = 8,8
sparkno = 0
;guard.sparkno = S6050
sparkxy = -30, -85
hitsound = S1, 4
guardsound = S1, 7
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

[State 610, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
; Normal Jump Medium Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = (var(6)=0)*40
ctrl = 0
anim = 630
sprpriority = 2

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

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Medium
damage = 45,2
getpower = 40,14
givepower = 20,12
guardflag = HA
priority = 3, Hit
pausetime = 8,8
sparkno = 1
;guard.sparkno = S6050
sparkxy = -20, -69
hitsound = S1, 5
guardsound = S1, 7
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

[State 630, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
; Normal Jump Strong Kick
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = (var(6)=0)*60
ctrl = 0
anim = 650
sprpriority = 2

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

[State 650, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 65,3
getpower = 60,16
givepower = 30,22
guardflag = HA
priority = 4, Hit
pausetime = 12,12
sparkno = 2
;guard.sparkno = S6050
sparkxy = -20, -46
hitsound = S1, 2
guardsound = S1, 7
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,10
air.fall = 1
fall.recover = 0

[State 650, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
; Normal Jump Strong Kick
[Statedef 65011]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = (var(6)=0)*60
ctrl = 0
anim = 120022
sprpriority = 2

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

[State 650, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 60
getpower = 60,16
givepower = 30,22
guardflag = HA
priority = 4, Hit
pausetime = 10,10
sparkno = 2
;guard.sparkno = S6050
sparkxy = -20, -46
hitsound = S1, 2
guardsound = S1, 7
animtype = Hard
ground.type = High
ground.slidetime = 5
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-6
air.fall = 1
fall.recover = 0

[State 650, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0


;---------------------------------------------------------------------------
; Super Jump Light Punch
[Statedef 800]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = (var(6)=0)*20
ctrl = 0
anim = 600
sprpriority = 2

[State 800, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 800, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 20,1
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = HA
priority = 2, Hit
pausetime = 7,8
sparkno = 0
;guard.sparkno = S6050
sparkxy = -20, -91
hitsound = S1, 0
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-8
air.hittime = 19

[State 800, 3]
type = VelAdd
trigger1 = MoveContact
y = -1.5
persistent = 0

[State 800, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 61
ctrl = 1

;---------------------------------------------------------------------------
; Super Jump Light Knife Punch
[Statedef 805]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = 10
ctrl = 0
anim = 605
sprpriority = 2

[State 805, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 4

[State 805, 1]
type = PlaySnd
trigger1 = Time = 1
value = 4, 0

[State 805, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 25,5
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = HA
priority = 2, Hit
pausetime = 7,8
sparkno = 3
guard.sparkno = 1166444522
sparkxy = -20, -91
hitsound = S1, 9
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-8
air.hittime = 19

[State 805, 3]
type = VelAdd
trigger1 = MoveContact
y = -1.5
persistent = 0

[State 805, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 61
ctrl = 1

;---------------------------------------------------------------------------
; Super Jump Medium Punch
[Statedef 820]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = (var(6)=0)*40
ctrl = 0
anim = 620
sprpriority = 2

[State 820, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 820, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Medium
damage = 40,2
getpower = 40,14
givepower = 20,12
guardflag = HA
priority = 4, Hit
pausetime = 7,8
sparkno = 1
;guard.sparkno = S6050
sparkxy = -20, -68
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-8
air.hittime = 19

[State 820, 3]
type = VelAdd
trigger1 = MoveContact
y = -1.5
persistent = 0

[State 820, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 61
ctrl = 1

;---------------------------------------------------------------------------
; Super Jump Medium Knife Punch
[Statedef 825]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = 20
ctrl = 0
anim = 625
sprpriority = 2

[State 825, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 825, 1]
type = PlaySnd
trigger1 = Time = 1
value = 4, 0

[State 825, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Medium
damage = 45,10
getpower = 40,14
givepower = 20,12
guardflag = HA
priority = 4, Hit
pausetime = 7,8
sparkno = 10
guard.sparkno = 1166444522
sparkxy = -20, -68
hitsound = S1, 10
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-8
air.hittime = 19

[State 825, 3]
type = VelAdd
trigger1 = MoveContact
y = -1.5
persistent = 0

[State 825, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 61
ctrl = 1

;---------------------------------------------------------------------------
; Super Jump Strong Punch
[Statedef 840]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = (var(6)=0)*(ifelse((IsHelper)=1, 0, 60))
ctrl = 0
anim = 640
sprpriority = ifelse((IsHelper)=1, 3, 2)

[State 840, 1]
type = PlaySnd
trigger1 = IsHelper = 0
trigger1 = Time = 2
value = 0, 2

[State 840, 2]
type = PlaySnd
trigger1 = IsHelper = 1
trigger1 = Time = 2
value = 2, 4

[State 840, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 60,3
getpower = 60,16
givepower = 30,22
guardflag = HA
priority = 6, Hit
pausetime = ifelse((IsHelper)=1, 0, 12), ifelse((IsHelper)=1, 0, 12)
sparkno = 2
;guard.sparkno = S6050
sparkxy = -20, -68
hitsound = S1, 2
guardsound = S1, 7
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -15,20
air.fall = 1
fall.recover = 0

[State 840, 4]
type = Helper
trigger1 = Var(5) = 2
trigger1 = IsHelper = 0
trigger1 = AnimElem = 1
name = "Tornado"
id = 840
pos = 40, -56
stateno = 840
helpertype = normal
keyctrl = 0
ontop = 1
ownpal = 1

[State 840, 5]
type = ChangeAnim
trigger1 = IsHelper = 1
persistent = 0
value = 4040

[State 840, 6]
type = BindToRoot
trigger1 = IsHelper = 1
pos = 40, -56
time = -1

[State 840, 7]
type = VarSet
trigger1 = IsHelper = 0
trigger1 = MoveContact = 1
var(1) = 1

[State 840, 8]
type = VarSet
trigger1 = IsHelper = 0
trigger1 = BackEdgeDist >= 0
trigger1 = Pos Y >= -20
var(1) = 0

[State 840, 9]
type = ParentVarAdd
trigger1 = IsHelper = 1
trigger1 = Parent, Var(1) = 0
trigger1 = MoveContact = 1
persistent = 0
var(1) = 1

[State 840, 10]
type = ChangeState
trigger1 = IsHelper = 0
trigger1 = AnimTime = 0
value = 61
ctrl = 1

[State 840, 11]
type = DestroySelf
trigger1 = IsHelper = 1
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; Super Jump Strong Knife Punch
[Statedef 845]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = 30
ctrl = 0
anim = 645
sprpriority = 2

[State 845, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 6

[State 845, 2]
type = PlaySnd
trigger1 = Time = 2
value = 4, 2

[State 845, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 65,15
getpower = 60,16
givepower = 30,22
guardflag = HA
priority = 6, Hit
pausetime = 12,12
sparkno = 12
guard.sparkno = 1166444522
sparkxy = -20, -68
hitsound = S1, 11
guardsound = S1, 7
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -15,20
air.fall = 1
fall.recover = 0

[State 845, 3]
type = VarSet
trigger1 = MoveContact = 1
var(1) = 1

[State 845, 4]
type = VarSet
trigger1 = BackEdgeDist >= 0
trigger1 = Pos Y >= -20
var(1) = 0

[State 845, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 61
ctrl = 1

;---------------------------------------------------------------------------
; Super Jump Light Kick
[Statedef 810]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = (var(6)=0)*20
ctrl = 0
anim = 610
sprpriority = 2

[State 810, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 810, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 25,1
getpower = 25,12
givepower = 12,6
guardflag = HA
animtype = Light
priority = 2, Hit
pausetime = 8,8
sparkno = 0
;guard.sparkno = S6050
sparkxy = -20, -104
hitsound = S1, 0
guardsound = S1, 7
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
air.velocity = -1.3,-8
air.hittime = 19

[State 810, 3]
type = VelAdd
trigger1 = MoveContact
y = -1.5
persistent = 0

[State 810, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 61
ctrl = 1

;---------------------------------------------------------------------------
; Super Jump Medium Kick
[Statedef 830]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = (var(6)=0)*40
ctrl = 0
anim = 630
sprpriority = 2

[State 830, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 830, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Medium
damage = 45,2
getpower = 40,14
givepower = 20,12
guardflag = HA
priority = 4, Hit
pausetime = 8,8
sparkno = 1
;guard.sparkno = S6050
sparkxy = -20, -69
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
air.velocity = -1.3,-8
air.hittime = 19

[State 830, 3]
type = VelAdd
trigger1 = MoveContact
y = -1.5
persistent = 0

[State 830, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 61
ctrl = 1

;---------------------------------------------------------------------------
; Super Jump Strong Kick
[Statedef 850]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = (var(6)=0)*60
ctrl = 0
anim = 650
sprpriority = 2

[State 850, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 850, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 65,3
getpower = 60,16
givepower = 30,22
guardflag = HA
priority = 6, Hit
pausetime = 12,12
sparkno = 2
;guard.sparkno = S6050
sparkxy = -20, -46
hitsound = S1, 2
guardsound = S1, 7
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -15,20
air.fall = 1
fall.recover = 0

[State 850, 3]
type = VarSet
trigger1 = MoveContact = 1
var(1) = 1

[State 850, 4]
type = VarSet
trigger1 = BackEdgeDist >= 0
trigger1 = Pos Y >= -20
var(1) = 0

[State 850, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 61
ctrl = 1

;---------------------------------------------------------------------------
; Throws
;---------------------------------------------------------------------------
; Prisioner Throw - Trying to Grab
[Statedef 900]
type    = S
movetype= A
physics = S
juggle  = 5
;poweradd = 0
ctrl = 0
anim = 900
sprpriority = 2


[State 900, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 2

[State 900, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = M
animtype = Hard
damage = 0, 0
guardflag = 
pausetime = 0,0
priority = 3, Hit
sparkno = 123
;guard.sparkno = -1
sparkxy = -10, -108
hitsound = S1, 8
guardsound = S1, 8
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-6
guard.velocity = -6
air.velocity = -2,-5
air.hittime = 15
p1stateno = 910
p2stateno = 915

[State 900, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Bad Stamp - Trying to Grab
[Statedef 901]
type    = S
movetype= A
physics = S
juggle  = 5
;poweradd = 0
ctrl = 0
anim = 900
sprpriority = 2



[State 901, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 2

[State 901, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = M
animtype = Hard
damage = 0, 0
guardflag = 
pausetime = 0,0
priority = 3, Hit
sparkno = 123
;guard.sparkno = -1
sparkxy = -10, -108
hitsound = S1, 8
guardsound = S1, 8
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-6
guard.velocity = -6
air.velocity = -2,-5
air.hittime = 15
p1stateno = 920
p2stateno = 925

[State 901, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Prisioner Throw Reverse - Trying to Grab
[Statedef 902]
type    = S
movetype= A
physics = S
juggle  = 5
;poweradd = 0
ctrl = 0
anim = 900
sprpriority = 2



[State 902, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 2

[State 902, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = M
animtype = Hard
damage = 0, 0
guardflag = 
pausetime = 0,0
priority = 3, Hit
sparkno = 123
;guard.sparkno = -1
sparkxy = -10, -108
hitsound = S1, 8
guardsound = S1, 8
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-6
guard.velocity = -6
air.velocity = -2,-5
air.hittime = 15
p1stateno = 930
p2stateno = 935

[State 902, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Bad Stamp Reverse - Trying to Grab
[Statedef 903]
type    = S
movetype= A
physics = S
juggle  = 5
;poweradd = 0
ctrl = 0
anim = 900
sprpriority = 2

[State 903, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 2

[State 903, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = M
animtype = Hard
damage = 0, 0
guardflag = 
pausetime = 0,0
priority = 3, Hit
sparkno = 123
;guard.sparkno = -1
sparkxy = -10, -108
hitsound = S1, 8
guardsound = S1, 8
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-6
guard.velocity = -6
air.velocity = -2,-5
air.hittime = 15
p1stateno = 940
p2stateno = 945

[State 903, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Guilty Stamp - Trying to Grab
[Statedef 905]
type    = A
movetype= A
physics = A
juggle  = 5
;poweradd = 0
ctrl = 0
anim = 905
sprpriority = 2


[State 905, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 2

[State 905, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = AF
animtype = Hard
damage = 0, 0
guardflag = 
pausetime = 0,0
priority = 3, Hit
sparkno = 123
;guard.sparkno = -1
sparkxy = -10, -108
hitsound = S1, 8
guardsound = S1, 8
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-6
guard.velocity = -6
air.velocity = -2,-5
air.hittime = 15
p1stateno = 920
p2stateno = 925

[State 905, 7]
type = ChangeState
trigger1 = PrevStateNo = 50
trigger1 = AnimTime = 0
value = 50
ctrl = 0

[State 905, 8]
type = ChangeState
trigger1 = PrevStateNo = 61
trigger1 = AnimTime = 0
value = 61
ctrl = 1

;---------------------------------------------------------------------------
; Guilty Stamp Reverse - Trying to Grab
[Statedef 906]
type    = A
movetype= A
physics = A
juggle  = 5
;poweradd = 0
ctrl = 0
anim = 905
sprpriority = 2



[State 906, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 2

[State 906, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = AF
animtype = Hard
damage = 0, 0
guardflag = 
pausetime = 0,0
priority = 3, Hit
sparkno = 123
;guard.sparkno = -1
sparkxy = -10, -108
hitsound = S1, 8
guardsound = S1, 8
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-6
guard.velocity = -6
air.velocity = -2,-5
air.hittime = 15
p1stateno = 940
p2stateno = 945

[State 906, 7]
type = ChangeState
trigger1 = PrevStateNo = 50
trigger1 = AnimTime = 0
value = 50
ctrl = 0

[State 906, 8]
type = ChangeState
trigger1 = PrevStateNo = 61
trigger1 = AnimTime = 0
value = 61
ctrl = 1

;---------------------------------------------------------------------------
; Prisioner Throw - Throwing
[Statedef 910]
type    = S
movetype= I
physics = S
juggle  = 5
;poweradd = 0
ctrl = 0
anim = 910
sprpriority = 2

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 60

[State 910, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 910, 2]
type = PlaySnd
trigger1 = Time = 25
value = 4, 2

[State 910, 3]
type = PlaySnd
trigger1 = Time > 15
trigger1 = P2StateNo = 915
trigger1 = P2Dist Y >= -5
value = 554, 0
persistent = 0

[State 910, 4]
type = TargetBind
trigger1 = Time = 0
time = 4
pos = 50, -85

[State 910, 5]
type = TargetBind
trigger1 = Time = 5
time = 11
pos = 51, -77




[State 910, 6]
type = TargetBind
trigger1 = Time = 15
time = 4
pos = 38, -86

[State 910, 7]
type = TargetBind
trigger1 = Time = 18
time = 3
pos = -16, -106

[State 910, 8]
type = TargetBind
trigger1 = Time = 21
time = 1
pos = -74, -52

[State 910, 9]
type = TargetDrop
trigger1 = Time = 22

[State 910, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 1
ctrl = 0

;---------------------------------------------------------------------------
; Prisioner Throw - P2
[Statedef 915]
type    = S
movetype= H
physics = N
ctrl = 0

[State 915, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 915

[State 915, 2]
type = VelSet
trigger1 = Time = 22
x = 1
y = 5

[State 915, 3]
type = VelSet
trigger1 = Time > 22
trigger1 = Pos Y >= -5
x = 5
y = -4

[State 915, 4]
type = Gravity
trigger1 = Time > 33

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 50

[State 915, 4]
type = LifeAdd
trigger1 = Pos Y >= -5
persistent = 0
value = -75

[State 2000, Waves]
type        = explod
trigger1    = animelem = 6
anim        = F62
pos         = 0,0
postype     = p1
sprpriority = 5
scale = 1.5,1.5




[State 915, 7]
type = SelfState
trigger1 = Time > 33
trigger1 = Pos Y >= -5
value = 5110

;---------------------------------------------------------------------------
; Bad Stamp/Guilty Stamp - Throwing
[Statedef 920]
type    = S
movetype= I
physics = S
juggle  = 5
;poweradd = 0
ctrl = 0
anim = 920
sprpriority = 2
velset = 0,0

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 5
value = 60

[State 920, 1]
type = PosAdd
trigger1 = Time = 0
x = -85

[State 920, 2]
type = TargetBind
trigger1 = Time = 0
time = 20
pos = 83, -75

[State 920, 3]
type = TargetBind
trigger1 = AnimElem = 2
time = 20
pos = 76, -68

[State 920, 4]
type = TargetBind
trigger1 = AnimElem = 3
time = 20
pos = 68, -82

[State 920, 5]
type = TargetBind
trigger1 = AnimElem = 4
time = 20
pos = 61, -79

[State 920, 5]
type = TargetBind
trigger1 = AnimElem = 5
time = 1000
pos = 35, -64

[State 920, 6]
type = VelSet
trigger1 = Time = 30
y = 3

[State 920, 7]
type = Gravity
trigger1 = Time > 30

[State 920, 8]
type = ChangeState
trigger1 = Pos Y > 56
value = 921
ctrl = 0

;---------------------------------------------------------------------------
; Bad Stamp/Guilty Stamp - Releasing
[Statedef 921]
type    = S
movetype= I
physics = S
juggle  = 5
;poweradd = 0
ctrl = 0
anim = 921
sprpriority = 2
velset = 0,0





[State 921, 1]
type = PlaySnd
trigger1 = Time = 0
value = 4, 2

[State 921, 2]
type = PlaySnd
trigger1 = Time = 0
value = 2, 7

[State 921, 3]
type = PosSet
trigger1 = Time = 0
y = 15

[State 921, 4]
type = TargetBind
trigger1 = Time = 0
time = 13
pos = 57, -19

[State 921, 5]
type = TargetDrop
trigger1 = Time = 14

[State 921, 6]
type = PosAdd
trigger1 = Time = 13
x = 60

[State 921, 7]
type = VelSet
trigger1 = Time = 14
x = -4
y = -5

[State 921, 8]
type = StateTypeSet
trigger1 = Time >= 15
statetype = A
physics = A

[State 921, 9]
type = EnvShake
trigger1 = Time = 0
time = 16
freq = 50
ampl = -10

;---------------------------------------------------------------------------
; Bad Stamp/Guilty Stamp - P2
[Statedef 925]
type    = S
movetype= H
physics = N
ctrl = 0
velset = 0,0





[State 925, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 925

[State 925, 7]
type = ChangeState
trigger1 = Pos Y > -7
value = 926

;---------------------------------------------------------------------------
; Bad Stamp/Guilty Stamp - P2 - 2
[Statedef 926]
type    = S
movetype= H
physics = N
ctrl = 0




[State 180, 0]
type = Explod
trigger1 = AnimElem = 4
trigger2 = time = 1
anim = F62
pos = 10,7
postype = p1
sprpriority = 3


[State 926, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 926

[State 926, 2]
type = VelSet
trigger1 = Time = 15
x = -3
y = -6

[State 926, 3]
type = Gravity
trigger1 = Time > 15

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 50

[State 926, 4]
type = LifeAdd
trigger1 = Time = 0
persistent = 0
value = -100

[State 926, 7]
type = SelfState
trigger1 = Time > 30
trigger1 = Pos Y >= -10
value = 5110

;---------------------------------------------------------------------------
; Prisioner Throw Reverse - Throwing
[Statedef 930]
type    = S
movetype= I
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
anim = 910
sprpriority = 2




[State 930, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 930, 2]
type = PlaySnd
trigger1 = Time = 25
value = 4, 2

[State 930, 3]
type = PlaySnd
trigger1 = Time > 15
trigger1 = P2StateNo = 915
trigger1 = P2Dist Y >= -5
value = 2, 7
persistent = 0

[State 930, 4]
type = TargetBind
trigger1 = Time = 0
time = 4
pos = 50, -85

[State 930, 5]
type = TargetBind
trigger1 = Time = 5
time = 11
pos = 51, -77

[State 930, 6]
type = TargetBind
trigger1 = Time = 15
time = 4
pos = 38, -86

[State 930, 7]
type = TargetBind
trigger1 = Time = 18
time = 3
pos = -16, -106

[State 930, 8]
type = TargetBind
trigger1 = Time = 21
time = 1
pos = -74, -52

[State 930, 9]
type = TargetDrop
trigger1 = Time = 22

[State 930, 10]
type = Turn
trigger1 = Time = 0

[State 930, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 1
ctrl = 0

;---------------------------------------------------------------------------
; Prisioner Throw Reverse - P2
[Statedef 935]
type    = S
movetype= H
physics = N
ctrl = 0


[State 935, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 915

[State 935, 2]
type = VelSet
trigger1 = Time = 22
x = 1
y = 5

[State 935, 3]
type = VelSet
trigger1 = Time > 22
trigger1 = Pos Y >= -5
x = 5
y = -4

[State 935, 4]
type = Gravity
trigger1 = Time > 33

[State 935, 5]
type = LifeAdd
trigger1 = Pos Y >= -5
persistent = 0
value = -70

[State 935, 6]
type = Turn
trigger1 = Time = 0

[State 935, 7]
type = SelfState
trigger1 = Time > 33
trigger1 = Pos Y >= -5
value = 5110

;---------------------------------------------------------------------------
; Bad Stamp/Guilty Stamp Reverse - Throwing
[Statedef 940]
type    = S
movetype= I
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
anim = 920
sprpriority = 2
velset = 0,0

[State 940, 1]
type = PosAdd
trigger1 = Time = 0
x = 85

[State 940, 2]
type = TargetBind
trigger1 = Time = 0
time = 20
pos = 83, -75

[State 940, 3]
type = TargetBind
trigger1 = AnimElem = 2
time = 20
pos = 76, -68

[State 940, 4]
type = TargetBind
trigger1 = AnimElem = 3
time = 20
pos = 68, -82

[State 940, 5]
type = TargetBind
trigger1 = AnimElem = 4
time = 20
pos = 61, -79

[State 940, 5]
type = TargetBind
trigger1 = AnimElem = 5
time = 1000
pos = 35, -64

[State 940, 6]
type = VelSet
trigger1 = Time = 30
y = 3

[State 940, 7]
type = Gravity
trigger1 = Time > 30

[State 940, 8]
type = Turn
trigger1 = Time = 0

[State 940, 9]
type = ChangeState
trigger1 = Pos Y > 56
value = 921
ctrl = 0

;---------------------------------------------------------------------------
; Bad Stamp/Guilty Stamp Reverse - P2
[Statedef 945]
type    = S
movetype= H
physics = N
ctrl = 0
velset = 0,0



[State 945, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 925

[State 945, 2]
type = Turn
trigger1 = Time = 0

[State 945, 7]
type = ChangeState
trigger1 = Pos Y > -7
value = 926

;---------------------------------------------------------------------------
; Criminal Upper
;---------------------------------------------------------------------------
; Weak Criminal Upper
; Cody
[Statedef 1000]
type    = S
movetype= I
physics = S
juggle  = 15
;poweradd = (var(6)=0)* 50
ctrl = 0
anim = 1000
sprpriority = 0

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5, 0

[State 1000, 2]
type = PlaySnd
trigger1 = NumHelper(1000) = 1
value = 2, 8
persistent = 0

[State 1000, 3]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 7

[State 1000, 4]
type = Helper
trigger1 = AnimElem = 6
name = "Criminal Upper"
id = 1000
pos = 11, 0
stateno = 1001
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1000, 7]
type = ChangeState
trigger1 = Time > 20
trigger1 = NumHelper(1000) = 0
value = 1030
ctrl = 0

; Counter States
;; Pause
;[State 1000, 8]
;type = SuperPause
;trigger1 = PrevStateNo = [150, 153]
;trigger1 = Time = 0
;anim = S6090
;pos = 31, -68
;darken = 1
;time = 15
;movetime = 15
;poweradd = -350

;---------------------------------------------------------------------------
; Tornado
[Statedef 1001]
type    = S
movetype= A
physics = S
juggle  = 15
;poweradd = 0
ctrl = 0
velset = 0,0
anim = 4010
sprpriority = 2

[State 1001, 1]
type = HitDef
trigger1 = TimeMod = 3, 1
trigger1 = UniqHitCount < 4
trigger1 = Parent, Var(6) = 0
trigger1 = Parent, Var(7) < 4
attr = S, SA
hitflag = MAF
animtype  = Hard
damage    = 13, 4
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 5,5
priority = 5, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -92
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -2,-2
air.velocity = -2,-2
air.hittime = 10
fall = 1

[State 1001, 2]
type = HitDef
trigger1 = TimeMod = 3, 1
trigger1 = UniqHitCount < 4
trigger1 = Parent, Var(6) = 1
trigger1 = Parent, Var(7) < 4
trigger1 = Parent, Var(17) < 9
attr = S, SA
hitflag = MAF
animtype  = Hard
damage    = 7, 3
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 5,5
priority = 5, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -92
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -3,-3
air.velocity = -3,-3
air.hittime = 10
fall = 1

[State 1001, 3]
type = HitDef
trigger1 = TimeMod = 3, 1
trigger1 = UniqHitCount < 4
trigger1 = Parent, Var(6) = 1
trigger1 = Parent, Var(7) < 4
trigger1 = Parent, Var(17) > 8
attr = S, SA
hitflag = MA
animtype  = Hard
damage    = 3, 1
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 9,9
priority = 5, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -92
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 7
ground.hittime  = 8
ground.velocity = 2,2
air.velocity = 2,2
air.hittime = 8
fall = 1

[State 1001, 4]
type = ParentVarAdd
triggerall = Time > 3
trigger1 = P2StateNo = 150
trigger2 = P2StateNo = 152
trigger3 = P2StateNo = 154
var(7) = 1
persistent = 1

[State 1001, 5]
type = BindToRoot
trigger1 = 1
pos = 11, 0
time = -1

[State 1001, 6]
type = Projectile
trigger1 = Time = 0
projanim = 4013
projhitanim = -1
projremovetime = 22
offset = 0, 0
velocity = 0, 0
remvelocity = 0, 0
projpriority = 3

[State 1001, 7]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root, MoveType = H

;---------------------------------------------------------------------------
; Medium Criminal Upper
; Cody
[Statedef 1010]
type    = S
movetype= I
physics = S
juggle  = 15
;poweradd = (var(6)=0)*75
ctrl = 0
anim = 1010
sprpriority = 0

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5, 0

[State 1010, 2]
type = PlaySnd
trigger1 = NumHelper(1010) = 1
value = 2, 8
persistent = 0

[State 1010, 3]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 8.5

[State 1010, 4]
type = Helper
trigger1 = AnimElem = 6
name = "Criminal Upper"
id = 1010
pos = 11, 0
stateno = 1011
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1010, 5]
type = Explod
trigger1 = time = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1010, 7]
type = ChangeState
trigger1 = Time > 20
trigger1 = NumHelper(1010) = 0
value = 1030
ctrl = 0

; Counter States
; Pause
;[State 1010, 9]
;type = SuperPause
;trigger1 = PrevStateNo = [150, 153]
;trigger1 = Time = 0
;anim = S6090
;pos = 31, -68
;darken = 1
;time = 15
;movetime = 15
;poweradd = -425

;---------------------------------------------------------------------------
; Tornado
[Statedef 1011]
type    = S
movetype= A
physics = S
juggle  = 15
;poweradd = 0
ctrl = 0
velset = 0,0
anim = 4011
sprpriority = 2

[State 1011, 1]
type = HitDef
trigger1 = TimeMod = 2, 1
trigger1 = UniqHitCount < 5
trigger1 = Parent, Var(6) = 0
trigger1 = Parent, Var(7) < 5
attr = S, SA
hitflag = MAF
animtype  = Hard
damage    = 15, 5
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 4,3
priority = 5, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -92
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -3,-3
air.velocity = -3,-3
air.hittime = 10
fall = 1

[State 1011, 2]
type = HitDef
trigger1 = TimeMod = 2, 1
trigger1 = UniqHitCount < 5
trigger1 = Parent, Var(6) = 1
trigger1 = Parent, Var(7) < 5
trigger1 = Parent, Var(17) < 9
attr = S, SA
hitflag = MAF
animtype  = Hard
damage = 9, 4
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 4,3
priority = 5, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -92
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-4
air.velocity = -3,-4
air.hittime = 12
fall = 1

[State 1011, 3]
type = HitDef
trigger1 = TimeMod = 2, 1
trigger1 = UniqHitCount < 5
trigger1 = Parent, Var(6) = 1
trigger1 = Parent, Var(7) < 5
trigger1 = Parent, Var(17) > 8
attr = S, SA
hitflag = MA
animtype  = Hard
damage = 5, 3
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 4,3
priority = 5, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -92
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-4
air.velocity = -3,-4
air.hittime = 12
fall = 1

[State 1011, 4]
type = ParentVarAdd
triggerall = Time > 3
trigger1 = P2StateNo = 150
trigger2 = P2StateNo = 152
trigger3 = P2StateNo = 154
var(7) = 1
persistent = 1

[State 1011, 5]
type = BindToRoot
trigger1 = 1
pos = 11, 0
time = -1

[State 1011, 6]
type = Projectile
trigger1 = Time = 0
projanim = 4014
projhitanim = -1
projremovetime = 25
offset = 0, 0
velocity = 0, 0
remvelocity = 0, 0
projpriority = 4

[State 1011, 7]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root, MoveType = H

;---------------------------------------------------------------------------
; Strong Criminal Upper
; Cody
[Statedef 1020]
type    = S
movetype= I
physics = S
juggle  = 15
;poweradd = (var(6)=0)*100
ctrl = 0
anim = 1020
sprpriority = 0

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5, 0

[State 1020, 2]
type = PlaySnd
trigger1 = NumHelper(1020) = 1
value = 2, 8
persistent = 0

[State 1020, 3]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 10

[State 1020, 4]
type = Helper
trigger1 = AnimElem = 6
name = "Criminal Upper"
id = 1020
pos = 11, 0
stateno = 1021
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1020, 5]
type = Explod
trigger1 = time = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1020, 7]
type = ChangeState
trigger1 = Time > 20
trigger1 = NumHelper(1020) = 0
value = 1030
ctrl = 0

; Counter States
;; Pause
;[State 1020, 9]
;type = SuperPause
;trigger1 = PrevStateNo = [150, 153]
;trigger1 = Time = 0
;anim = S6090
;pos = 31, -68
;darken = 1
;time = 15
;movetime = 15
;poweradd = -500

;---------------------------------------------------------------------------
; Tornado
[Statedef 1021]
type    = S
movetype= A
physics = S
juggle  = 15
;poweradd = 0
ctrl = 0
velset = 0,0
anim = 4012
sprpriority = 2

[State 1021, 1]
type = HitDef
trigger1 = TimeMod = 3, 1
trigger1 = UniqHitCount < 6
trigger1 = Parent, Var(6) = 0
trigger1 = Parent, Var(7) < 5
attr = S, SA
hitflag = MAF
animtype  = Hard
damage    = 16, 6
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 4,3
priority = 5, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -92
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -2,-2
air.velocity = -3,-2
air.hittime = 10
fall = 1

[State 1021, 2]
type = HitDef
trigger1 = TimeMod = 3, 1
trigger1 = UniqHitCount < 6
trigger1 = Parent, Var(6) = 1
trigger1 = Parent, Var(7) < 5
trigger1 = Parent, Var(17) < 9
attr = S, SA
hitflag = MAF
animtype  = Hard
damage    = 10, 6
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 4,3
priority = 5, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -92
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2,-4
air.velocity = -3,-4
air.hittime = 12
fall = 1

[State 1021, 3]
type = HitDef
trigger1 = TimeMod = 3, 1
trigger1 = UniqHitCount < 6
trigger1 = Parent, Var(6) = 1
trigger1 = Parent, Var(7) < 5
trigger1 = Parent, Var(17) > 8
attr = S, SA
hitflag = MAF
animtype  = Hard
damage    = 6, 4
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 4,3
priority = 5, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -92
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2,-4
air.velocity = -3,-4
air.hittime = 12
fall = 1

[State 1021, 4]
type = ParentVarAdd
triggerall = Time > 3
trigger1 = P2StateNo = 150
trigger2 = P2StateNo = 152
trigger3 = P2StateNo = 154
var(7) = 1
persistent = 1

[State 1021, 5]
type = BindToRoot
trigger1 = 1
pos = 11, 0
time = -1

[State 1021, 6]
type = Projectile
trigger1 = Time = 0
projanim = 4015
projhitanim = -1
projremovetime = 35
offset = 0, 0
velocity = 0, 0
remvelocity = 0, 0
projpriority = 5

[State 1021, 7]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root, MoveType = H

;---------------------------------------------------------------------------
; Criminal Upper - Recovering
; Cody
[Statedef 1030]
type    = S
movetype= I
physics = S
juggle  = 3
;poweradd = 0
ctrl = 0
anim = 1030
sprpriority = 0

[State 1030, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;---------------------------------------------------------------------------
; Bad Stone
;---------------------------------------------------------------------------
; Weak Bad Stone
; Getting the stone
[Statedef 1100]
type    = S
movetype= I
physics = S
juggle  = 3
;poweradd = (var(6)=0)*50
ctrl = 0
anim = 1100
sprpriority = 0

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 8

[State 1100, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 1

[State 1100, 7]
type = ChangeState
triggerall = Command != "Holdx"
trigger1 = AnimElem = 7
trigger2 = AnimElem = 14
trigger3 = AnimElem = 21
value = 1101
ctrl = 0

[State 1100, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101
ctrl = 0

; Counter States
;; Pause
;[State 1100, 9]
;type = SuperPause
;trigger1 = PrevStateNo = [150, 153]
;trigger1 = Time = 0
;anim = S6090
;pos = 31, -68
;darken = 1
;time = 15
;movetime = 15
;poweradd = -350

;---------------------------------------------------------------------------
; Throwing the stone
[Statedef 1101]
type    = S
movetype= I
physics = S
juggle  = 3
ctrl = 0
anim = 1101
sprpriority = 0

[State 1101, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 2

[State 1101, 2]
type = Helper
trigger1 = AnimElem = 3, 2
name = "Bad Stone"
id = 1105
pos = 55, -78
stateno = 1105
helpertype = normal
keyctrl = 0

[State 1101, 3]
type = Explod
trigger1 = time = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1101, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stone
[Statedef 1105]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = 0
ctrl = 0
velset = 5
anim = 4070
sprpriority = 2

[State 1105, 1]
type = HitDef
trigger1 = Time = 0
attr = A, SA
hitflag = MAF
animtype  = Hard
damage    = 25, 4
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 4,3
priority = 3, Miss
sparkno = 2
;guard.sparkno = S6060
sparkxy = -16, -3
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -1,0
air.velocity = -2,-2
air.hittime = 17

[State 1105, 2]
type = Explod
trigger1 = Pos Y >= -7
trigger2 = MoveContact
anim = 4071
id = 4071
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1
vel = 4,-3
accel = 0,0.45
removetime = 10

[State 1105, 3]
type = Explod
trigger1 = Pos Y >= -7
trigger2 = MoveContact
anim = 4071
id = 4072
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1
vel = -4,-3
accel = 0,0.45
removetime = 10

[State 1105, 4]
type = Explod
trigger1 = Pos Y >= -7
trigger2 = MoveContact
anim = 4071
id = 4073
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1
vel = 2,-5
accel = 0,0.45
removetime = 10

[State 1105, 5]
type = HitOverride
trigger1 = 1
attr = SCA, NA, NT, NP, SA, ST, SP, HA, HT, HP
stateno = 1135
time = -1

[State 1105, 7]
type = DestroySelf
trigger1 = Pos Y >= -7
trigger2 = MoveContact

;---------------------------------------------------------------------------
; Medium Bad Stone
; Getting the stone
[Statedef 1110]
type    = S
movetype= I
physics = S
juggle  = 3
;poweradd = (var(6)=0)*75
ctrl = 0
anim = 1100
sprpriority = 0

[State 1110, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 8

[State 1110, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 1

[State 1110, 7]
type = ChangeState
triggerall = Command != "Holdy"
trigger1 = AnimElem = 7
trigger2 = AnimElem = 14
trigger3 = AnimElem = 21
value = 1111
ctrl = 0

[State 1110, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 1111
ctrl = 0

; Counter States
;; Pause
;[State 1110, 9]
;type = SuperPause
;trigger1 = PrevStateNo = [150, 153]
;trigger1 = Time = 0
;anim = S6090
;pos = 31, -68
;darken = 1
;time = 15
;movetime = 15
;poweradd = -425

;---------------------------------------------------------------------------
; Throwing the stone
[Statedef 1111]
type    = S
movetype= I
physics = S
juggle  = 3
ctrl = 0
anim = 1101
sprpriority = 0

[State 1111, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 2

[State 1111, 2]
type = Helper
trigger1 = AnimElem = 3, 2
name = "Bad Stone"
id = 1115
pos = 55, -78
stateno = 1115
helpertype = normal
keyctrl = 0

[State 1111, 3]
type = Explod
trigger1 = time = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1111, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stone
[Statedef 1115]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = 0
ctrl = 0
velset = 8
anim = 4070
sprpriority = 2

[State 1115, 1]
type = HitDef
trigger1 = Time = 0
attr = A, SA
hitflag = MAF
animtype  = Hard
damage    = 45, 5
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 4,3
priority = 3, Miss
sparkno = 2
;guard.sparkno = S6060
sparkxy = -16, -3
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,0
air.velocity = -2,-2
air.hittime = 12

[State 1115, 2]
type = Explod
trigger1 = Pos Y >= -7
trigger2 = MoveContact
anim = 4071
id = 4071
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1
vel = 4,-3
accel = 0,0.45
removetime = 10

[State 1115, 3]
type = Explod
trigger1 = Pos Y >= -7
trigger2 = MoveContact
anim = 4071
id = 4072
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1
vel = -4,-3
accel = 0,0.45
removetime = 10

[State 1115, 4]
type = Explod
trigger1 = Pos Y >= -7
trigger2 = MoveContact
anim = 4071
id = 4073
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1
vel = 2,-5
accel = 0,0.45
removetime = 10

[State 1115, 5]
type = HitOverride
trigger1 = 1
attr = SCA, NA, NT, NP, SA, ST, SP, HA, HT, HP
stateno = 1135
time = -1

[State 1115, 7]
type = DestroySelf
trigger1 = Pos Y >= -7
trigger2 = MoveContact

;---------------------------------------------------------------------------
; Strong Bad Stone
; Getting the stone
[Statedef 1120]
type    = S
movetype= I
physics = S
juggle  = 3
;poweradd = (var(6)=0)*100
ctrl = 0
anim = 1100
sprpriority = 0

[State 1120, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 8

[State 1120, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 1

[State 1120, 7]
type = ChangeState
triggerall = Command != "Holdz"
trigger1 = AnimElem = 7
trigger2 = AnimElem = 14
trigger3 = AnimElem = 21
value = 1121
ctrl = 0

[State 1120, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 1121
ctrl = 0

; Counter States
; Pause
;[State 1120, 9]
;type = SuperPause
;trigger1 = PrevStateNo = [150, 153]
;trigger1 = Time = 0
;anim = S6090
;pos = 31, -68
;darken = 1
;time = 15
;movetime = 15
;poweradd = -500

;---------------------------------------------------------------------------
; Throwing the stone
[Statedef 1121]
type    = S
movetype= I
physics = S
juggle  = 3
ctrl = 0
anim = 1101
sprpriority = 0

[State 1121, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 2

[State 1121, 2]
type = Helper
trigger1 = AnimElem = 3, 2
name = "Bad Stone"
id = 1125
pos = 55, -88
stateno = 1125
helpertype = normal
keyctrl = 0

[State 1121, 3]
type = Explod
trigger1 = time = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1121, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stone
[Statedef 1125]
type    = A
movetype= A
physics = A
juggle  = 0
;poweradd = 0
ctrl = 0
velset = 11
anim = 4070
sprpriority = 2

[State 1125, 1]
type = HitDef
trigger1 = Time = 0
attr = A, SA
hitflag = MAF
animtype  = Hard
damage    = 63, 6
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 4,3
priority = 3, Miss
sparkno = 2
;guard.sparkno = S6060
sparkxy = -16, -3
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,0
air.velocity = -2,-2
air.hittime = 12

[State 1125, 2]
type = Explod
trigger1 = Pos Y >= -7
trigger2 = MoveContact
anim = 4071
id = 4071
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1
vel = 4,-3
accel = 0,0.45
removetime = 10

[State 1125, 3]
type = Explod
trigger1 = Pos Y >= -7
trigger2 = MoveContact
anim = 4071
id = 4072
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1
vel = -4,-3
accel = 0,0.45
removetime = 10

[State 1125, 4]
type = Explod
trigger1 = Pos Y >= -7
trigger2 = MoveContact
anim = 4071
id = 4073
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1
vel = 2,-5
accel = 0,0.45
removetime = 10

[State 1125, 5]
type = HitOverride
trigger1 = 1
attr = SCA, NA, NT, NP, SA, ST, SP, HA, HT, HP
stateno = 1135
time = -1

[State 1125, 8]
type = DestroySelf
trigger1 = Pos Y >= -7
trigger2 = MoveContact

;---------------------------------------------------------------------------
; Fake Bad Stone
; Getting the stone
[Statedef 1130]
type    = S
movetype= I
physics = S
juggle  = 3
poweradd = 200
ctrl = 0
anim = 1100
sprpriority = 0

[State 1130, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 8

[State 1130, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 1

[State 1130, 7]
type = ChangeState
;triggerall = Command != "Holdstart"
trigger1 = AnimElem = 7
trigger2 = AnimElem = 14
trigger3 = AnimElem = 21
value = 0
ctrl = 1

[State 1130, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Counter States
;; Pause
;[State 1100, 9]
;type = SuperPause
;trigger1 = PrevStateNo = [150, 153]
;trigger1 = Time = 0
;anim = S6090
;pos = 31, -68
;darken = 1
;time = 15
;movetime = 15
;poweradd = 0

;---------------------------------------------------------------------------
; Stone Hit
[Statedef 1135]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd = 0
ctrl = 0
velset = 0
anim = 4070
sprpriority = 2

[State 1135, 1]
type = Explod
trigger1 = Time = 0
anim = 4071
id = 4071
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1
vel = 4,-3
accel = 0,0.45
removetime = 10

[State 1135, 2]
type = Explod
trigger1 = Time = 0
anim = 4071
id = 4072
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1
vel = -4,-3
accel = 0,0.45
removetime = 10

[State 1135, 3]
type = Explod
trigger1 = Time = 0
anim = 4071
id = 4073
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1
vel = 2,-5
accel = 0,0.45
removetime = 10

[State 1135, 4]
type = DestroySelf
trigger1 = Time = 0

;---------------------------------------------------------------------------
; Ruffian Kick
;---------------------------------------------------------------------------
; Weak Ruffian Kick
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 8
;poweradd = (var(6)=0)*50
ctrl = 0
anim = 1200
sprpriority = 2

[State 1200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 3

[State 1200, 2]
type = PlaySnd
trigger1 = Time = 1
value = 4, 1

[State 1200, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MF
animtype  = Hard
damage    = 24, 4
getpower = 90,60
givepower = 60,44
guardflag = L
pausetime = 12,12
priority = 6, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -10
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2,-2
air.velocity = -7,-2
air.hittime = 12
fall = 1

[State 1200, 3]
type = Explod
trigger1 = time = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1200, 4]
type = VelSet
trigger1 = AnimElem = 3, 1
x = 10

[State 1200, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Counter States
;; Pause
;[State 1200, 9]
;type = SuperPause
;trigger1 = PrevStateNo = [150, 153]
;trigger1 = Time = 0
;anim = S6090
;pos = 31, -68
;darken = 1
;time = 15
;movetime = 15
;poweradd = -350

;---------------------------------------------------------------------------
; Medium Ruffian Kick
[Statedef 1210]
type    = S
movetype= A
physics = S
juggle  = 5
;poweradd = (var(6)=0)*75
ctrl = 0
anim = 1210
sprpriority = 2

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

[State 1210, 2]
type = PlaySnd
trigger1 = Time = 1
value = 4, 0

[State 1210, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Hard
damage    = 44, 5
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 12,12
priority = 6, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -60
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5,-4
air.velocity = -5,-2
air.hittime = 12
fall = 1

[State 1210, 3]
type = Explod
trigger1 = time = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1210, 4]
type = VelSet
trigger1 = AnimElem = 3, 1
x = 12

[State 1210, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Counter States
;; Pause
;[State 1210, 9]
;type = SuperPause
;trigger1 = PrevStateNo = [150, 153]
;trigger1 = Time = 0
;anim = S6090
;pos = 31, -68
;darken = 1
;time = 15
;movetime = 15
;poweradd = -425

;---------------------------------------------------------------------------
; Strong Ruffian Kick
[Statedef 1220]
type    = S
movetype= A
physics = S
juggle  = 10
;poweradd = (var(6)=0)*75
ctrl = 0
anim = 1220
sprpriority = 2

[State 1220, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1220, 2]
type = PlaySnd
trigger1 = Time = 1
value = 4, 2

[State 1220, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Hard
damage    = 64, 6
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 12,12
priority = 6, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -114
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5,-8
air.velocity = -5,-5
air.hittime = 12
fall = 1

[State 1220, 3]
type = Explod
trigger1 = time = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1220, 4]
type = VelSet
trigger1 = AnimElem = 3, 1
x = 9

[State 1220, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Counter States
;; Pause
;[State 1200, 9]
;type = SuperPause
;trigger1 = PrevStateNo = [150, 153]
;trigger1 = Time = 0
;anim = S6090
;pos = 31, -68
;darken = 1
;time = 15
;movetime = 15
;poweradd = -500

;---------------------------------------------------------------------------
; Bad Spray
;---------------------------------------------------------------------------
; Cody
[Statedef 1300]
type    = S
movetype= I
physics = S
juggle  = 3
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 0

[State 1300, 1]
type = PlaySnd
trigger1 = Time = 2
value = 5, 0

[State 1300, 2]
type = Helper
trigger1 = AnimElem = 8, 2
name = "Bad Spray"
id = 1305
pos = 9, 0
stateno = 1305
helpertype = normal
keyctrl = 0

[State 1300, 3]
type = VarSet
trigger1 = Time = 0
var(2) = 0

[State 1300, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1300, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Smoke
[Statedef 1305]
type    = S
movetype= A
physics = S
juggle  = 5
;poweradd = 0
ctrl = 0
anim = 4090
sprpriority = 2

[State 1305, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 0

[State 1305, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Hard
damage    = 10, 2
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 12,12
priority = 5, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -54
hitsound = S1, 0
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -8,-3
air.velocity = -8,-1
air.hittime = 12
fall = 1
fall.recover = 0

[State 1305, 8]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; Knife Throw
;---------------------------------------------------------------------------
; Weak Knife Throw
[Statedef 1400]
type    = S
movetype= I
physics = S
juggle  = 5
;poweradd = (var(6)=0)*25
ctrl = 0
anim = 1400
sprpriority = 2

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2, 6

[State 1400, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4, 0

[State 1400, 3]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 7

[State 1400, 4]
type = Projectile
trigger1 = AnimElem = 6
projanim = 4080   
projhitanim = -1
offset = 59, -91
velocity = 6.5, 0
remvelocity = 0, 0
attr = S, SP
damage = 25,10
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 0, 9
sparkno = 10
guard.sparkno = 1166444522
sparkxy = -3, -1
hitsound = S1, 11
guardsound = S1, 7
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4
air.velocity = -2.5, -4
air.juggle = 5

[State 1400, 5]
type = Explod
trigger1 = time = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1400, 6]
type = Explod
trigger1 = time = 0
anim = 4084
id = 4084
postype = P1
pos = -31, -86
ontop = 1
ownpal = 1

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

;---------------------------------------------------------------------------
; Medium Knife Throw
[Statedef 1410]
type    = S
movetype= I
physics = S
juggle  = 5
;poweradd = 35
ctrl = 0
anim = 1400
sprpriority = 2

[State 1410, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2, 6

[State 1410, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4, 0

[State 1410, 3]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 7

[State 1410, 4]
type = Projectile
trigger1 = AnimElem = 6
projanim = 4080   
projhitanim = -1
offset = 59, -91
velocity = 8, 0
remvelocity = 0, 0
attr = S, SP
damage = 45,15
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 0, 9
sparkno = 10
guard.sparkno = 1166444522
sparkxy = -3, -1
hitsound = S1, 11
guardsound = S1, 7
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4
air.velocity = -2.5, -4
air.juggle = 5

[State 1410, 5]
type = Explod
trigger1 = time = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1410, 6]
type = Explod
trigger1 = time = 0
anim = 4084
id = 4084
postype = P1
pos = -31, -86
ontop = 1
ownpal = 1

[State 1410, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Strong Knife Throw
[Statedef 1420]
type    = S
movetype= I
physics = S
juggle  = 5
;poweradd = 45
ctrl = 0
anim = 1400
sprpriority = 2

[State 1420, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2, 6

[State 1420, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4, 0

[State 1420, 3]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 7

[State 1420, 4]
type = Projectile
trigger1 = AnimElem = 6
projanim = 4080   
projhitanim = -1
offset = 59, -91
velocity = 9.5, 0
remvelocity = 0, 0
attr = S, SP
damage = 65,20
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 4, 9
sparkno = 10
guard.sparkno = 1166444522
sparkxy = -3, -1
hitsound = S1, 11
guardsound = S1, 7
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4
air.velocity = -2.5, -4
air.juggle = 5

[State 1420, 5]
type = Explod
trigger1 = time = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1420, 6]
type = Explod
trigger1 = time = 0
anim = 4084
id = 4084
postype = P1
pos = -31, -86
ontop = 1
ownpal = 1

[State 1420, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Weak Air Knife Throw
[Statedef 1430]
type    = A
movetype= I
physics = A
juggle  = 5
;poweradd = 25
ctrl = 0
anim = 1410
sprpriority = 2

[State 1430, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2, 6

[State 1430, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4, 0

[State 1430, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 7

[State 1430, 4]
type = Projectile
trigger1 = AnimElem = 3
projanim = 4081
projhitanim = -1
projremanim = 4087
projcancelanim = -1
offset = 54, -92
velocity = 3, 8
remvelocity = 0, 0
attr = S, SP
damage = 25,10
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 0, 9
sparkno = 10
guard.sparkno = 1166444522
sparkxy = 0, 0
hitsound = S1, 11
guardsound = S1, 7
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4
air.velocity = -2.5, -4
air.juggle = 5

[State 1430, 5]
type = Explod
trigger1 = time = 2
anim = 4081
id = 4081
postype = P1
pos = 17, -100
ontop = 0
ownpal = 1
removetime = 3
sprpriority = -2
bintime = -1

[State 1430, 6]
type = Explod
trigger1 = time = 6
anim = 4080
id = 4080
postype = P1
pos = 4, -126
ontop = 0
ownpal = 1
removetime = 5
sprpriority = -2
facing = -1
bintime = -1

[State 1430, 7]
type = Explod
trigger1 = time = 0
anim = 4084
id = 4084
postype = P1
pos = 12, -113
ontop = 0
ownpal = 1
sprpriority = -1

[State 1430, 8]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = 50
trigger2 = PrevStateNo = [600, 650]
value = 50
ctrl = 0

[State 1430, 9]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = 61
trigger2 = PrevStateNo = [800, 850]
value = 61
ctrl = 1

;---------------------------------------------------------------------------
; Medium Air Knife Throw
[Statedef 1440]
type    = A
movetype= I
physics = A
juggle  = 5
;poweradd = 35
ctrl = 0
anim = 1410
sprpriority = 2

[State 1440, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2, 6

[State 1440, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4, 0

[State 1440, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 7

[State 1440, 4]
type = Projectile
trigger1 = AnimElem = 3
projanim = 4082
projhitanim = -1
projremanim = 4088
projcancelanim = -1
offset = 54, -92
velocity = 6, 6
remvelocity = 0, 0
attr = S, SP
damage = 45,15
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 0, 9
sparkno = 10
guard.sparkno = 1166444522
sparkxy = 0, 0
hitsound = S1, 11
guardsound = S1, 7
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4
air.velocity = -2.5, -4
air.juggle = 5

[State 1440, 5]
type = Explod
trigger1 = time = 2
anim = 4081
id = 4081
postype = P1
pos = 17, -100
ontop = 0
ownpal = 1
removetime = 3
sprpriority = -2
bintime = -1

[State 1440, 6]
type = Explod
trigger1 = time = 6
anim = 4080
id = 4080
postype = P1
pos = 4, -126
ontop = 0
ownpal = 1
removetime = 5
sprpriority = -2
facing = -1
bintime = -1

[State 1440, 7]
type = Explod
trigger1 = time = 0
anim = 4084
id = 4084
postype = P1
pos = 12, -113
ontop = 0
ownpal = 1
sprpriority = -1

[State 1440, 8]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = 50
trigger2 = PrevStateNo = [600, 650]
value = 50
ctrl = 0

[State 1440, 9]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = 61
trigger2 = PrevStateNo = [800, 850]
value = 61
ctrl = 1

;---------------------------------------------------------------------------
; Strong Air Knife Throw
[Statedef 1450]
type    = A
movetype= I
physics = A
juggle  = 5
;poweradd = 45
ctrl = 0
anim = 1410
sprpriority = 2

[State 1450, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2, 6

[State 1450, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4, 0

[State 1450, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 7

[State 1450, 4]
type = projectile
trigger1 = AnimElem = 3
projanim = 4083
projhitanim = -1
projremanim = 4089
projcancelanim = -1
offset = 54, -92
velocity = 9, 6
remvelocity = 0, 0
attr = S, SP
damage = 65,20
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 0, 9
sparkno = 10
guard.sparkno = 1166444522
sparkxy = 0, 0
hitsound = S1, 11
guardsound = S1, 7
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4
air.velocity = -2.5, -4
air.juggle = 5

[State 1450, 5]
type = Explod
trigger1 = time = 2
anim = 4081
id = 4081
postype = P1
pos = 17, -100
ontop = 0
ownpal = 1
removetime = 3
sprpriority = -2
bintime = -1

[State 1450, 6]
type = Explod
trigger1 = time = 6
anim = 4080
id = 4080
postype = P1
pos = 4, -126
ontop = 0
ownpal = 1
removetime = 5
sprpriority = -2
facing = -1
bintime = -1

[State 1450, 7]
type = Explod
trigger1 = time = 0
anim = 4084
id = 4084
postype = P1
pos = 12, -113
ontop = 0
ownpal = 1
sprpriority = -1

[State 1450, 8]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = 50
trigger2 = PrevStateNo = [600, 650]
value = 50
ctrl = 0

[State 1450, 9]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = 61
trigger2 = PrevStateNo = [800, 850]
value = 61
ctrl = 1

;---------------------------------------------------------------------------
; Criminal Fist
;---------------------------------------------------------------------------
; Weak Criminal Fist
; First tornado
[Statedef 1500]
type    = S
movetype= I
physics = S
juggle  = 5
;poweradd = (var(6)=0)*80
ctrl = 0
anim = 1500
sprpriority = 2

[State 1500, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 0

[State 1500, 2]
type = PlaySnd
trigger1 = Time = 25
value = 2, 11

[State 1500, 3]
type = Projectile
trigger1 = AnimElem = 1
projID = 1500
projanim = 4052
projhitanim = -1
offset = 38, 0
velocity = 0, 0
accel = 0, 0
projremovetime = 95
projremove = 0
remvelocity = 0, 0
projpriority = 3
projsprpriority = 3
attr = S, NP
damage = 35,4
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 0, 9
sparkno = 2
;guard.sparkno = -1 ;S6050
sparkxy = 20, 4
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 15
ground.hittime = 30
ground.velocity = 0, -12
air.velocity = 0, -12
air.hittime = 30
air.juggle = 4
fall = 1

[State 1500, 4]
type = Explod
trigger1 = time = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1500, 5]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1500, 6]
type = VarSet
triggerall = time > 3
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "z"
var(3) = 1

[State 1500, 7]
type = Explod
trigger1 = ProjHit1500 = 1
anim = 6040
id = 1500
postype = P2
pos = 22, -70
ontop = 1
ownpal = 1
persistent = 0

[State 1500, 8]
type = Explod
trigger1 = ProjGuarded1500 = 1
anim = 6060
id = 1500
postype = P2
pos = 22, -70
ontop = 1
ownpal = 1
persistent = 0

[State 1500, 9]
type = ChangeState
trigger1 = Time = 90
value = 1530
ctrl = 1

[State 1500, 8]
type = ChangeState
trigger1 = Time = 70
trigger1 = Var(3) = 1
value = 1505

;---------------------------------------------------------------------------
; Second tornado
[Statedef 1505]
type    = S
movetype= I
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
anim = 1010
sprpriority = 2

[State 1505, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 1

[State 1505, 2]
type = PlaySnd
trigger1 = Time = 0
value = 2, 11

[State 1505, 3]
type = Projectile
trigger1 = AnimElem = 2
projID = 1505
projanim = 4053
projhitanim = -1
offset = 38, -150
velocity = 0, 0
accel = 0, 0
projremovetime = 52
projremove = 0
remvelocity = 0, 0
projpriority = 3
projsprpriority = 3
attr = S, NP
damage = 35,0
getpower = (var(6)=0)* 15
guardflag = MA
pausetime = 0, 9
sparkno = 2
;guard.sparkno = -1 ;S6050
sparkxy = 20, 4
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 15
ground.hittime = 30
ground.velocity = -2, -7
air.velocity = -2, -7
air.hittime = 30
air.juggle = 0
fall = 1

[State 1505, 4]
type = VarSet
trigger1 = Time = 0
var(3) = 0

[State 1505, 5]
type = Explod
trigger1 = ProjHit1505 = 1
anim = 6030
id = 1500
postype = P2
pos = 22, -70
ontop = 1
ownpal = 1
persistent = 0

[State 1505, 6]
type = Explod
trigger1 = ProjGuarded1505 = 1
anim = 6060
id = 1500
postype = P2
pos = 22, -70
ontop = 1
ownpal = 1
persistent = 0

[State 1505, 7]
type = ChangeState
trigger1 = Time = 52
value = 1030
ctrl = 1

;---------------------------------------------------------------------------
; Medium Criminal Fist
; First tornado
[Statedef 1510]
type    = S
movetype= I
physics = S
juggle  = 5
;poweradd = (var(6)=0)*80
ctrl = 0
anim = 1500
sprpriority = 2

[State 1510, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 0

[State 1510, 2]
type = PlaySnd
trigger1 = Time = 25
value = 2, 11

[State 1510, 3]
type = Projectile
trigger1 = AnimElem = 1
projID = 1500
projanim = 4052
projhitanim = -1
offset = 98, 0
velocity = 0, 0
accel = 0, 0
projremovetime = 95
projremove = 0
remvelocity = 0, 0
projpriority = 4
projsprpriority = 3
attr = S, NP
damage = 55,5
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 0, 9
sparkno = 2
;guard.sparkno = -1 ;S6050
sparkxy = 20, 4
hitsound = S1, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime = 30
ground.velocity = 0, -12
air.velocity = 0, -12
air.hittime = 30
air.juggle = 4
fall = 1

[State 1510, 4]
type = Explod
trigger1 = time = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1510, 5]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1510, 6]
type = VarSet
triggerall = time > 3
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "z"
var(3) = 1

[State 1510, 7]
type = Explod
trigger1 = ProjHit1510 = 1
anim = 6040
id = 1500
postype = P2
pos = 22, -70
ontop = 1
ownpal = 1
persistent = 0

[State 1510, 8]
type = Explod
trigger1 = ProjGuarded1510 = 1
anim = 6060
id = 1500
postype = P2
pos = 22, -70
ontop = 1
ownpal = 1
persistent = 0

[State 1510, 9]
type = ChangeState
trigger1 = Time = 90
value = 1530
ctrl = 1

[State 1510, 8]
type = ChangeState
trigger1 = Time = 70
trigger1 = Var(3) = 1
value = 1515

;---------------------------------------------------------------------------
; Second tornado
[Statedef 1515]
type    = S
movetype= I
physics = S
juggle  = 5
;poweradd = 0
ctrl = 0
anim = 1010
sprpriority = 2

[State 1515, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 1

[State 1515, 2]
type = PlaySnd
trigger1 = Time = 0
value = 2, 11

[State 1515, 3]
type = Projectile
trigger1 = AnimElem = 2
projID = 1505
projanim = 4053
projhitanim = -1
offset = 98, -150
velocity = 0, 0
accel = 0, 0
projremovetime = 52
projremove = 0
remvelocity = 0, 0
projpriority = 4
projsprpriority = 3
attr = S, NP
damage = 25,5
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 0, 9
sparkno = 2
;guard.sparkno = -1 ;S6050
sparkxy = 20, 4
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 15
ground.hittime = 30
ground.velocity = -2, -7
air.velocity = -2, -7
air.hittime = 30
air.juggle = 0
fall = 1

[State 1515, 4]
type = VarSet
trigger1 = Time = 0
var(3) = 0

[State 1515, 5]
type = Explod
trigger1 = ProjHit1515 = 1
anim = 6030
id = 1500
postype = P2
pos = 22, -70
ontop = 1
ownpal = 1
persistent = 0

[State 1515, 6]
type = Explod
trigger1 = ProjGuarded1515 = 1
anim = 6060
id = 1500
postype = P2
pos = 22, -70
ontop = 1
ownpal = 1
persistent = 0

[State 1515, 7]
type = ChangeState
trigger1 = Time = 52
value = 1030
ctrl = 1

;---------------------------------------------------------------------------
; Strong Criminal Fist
; First tornado
[Statedef 1520]
type    = S
movetype= I
physics = S
juggle  = 5
;poweradd = (var(6)=0)*80
ctrl = 0
anim = 1500
sprpriority = 2

[State 1520, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 0

[State 1520, 2]
type = PlaySnd
trigger1 = Time = 25
value = 2, 11

[State 1520, 3]
type = Projectile
trigger1 = AnimElem = 1
projID = 1500
projanim = 4052
projhitanim = -1
offset = 158, 0
velocity = 0, 0
accel = 0, 0
projremovetime = 95
projremove = 0
remvelocity = 0, 0
projpriority = 5
projsprpriority = 3
attr = S, NP
damage = 75,6
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 0, 9
sparkno = 2
;guard.sparkno = -1 ;S6050
sparkxy = 20, 4
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 15
ground.hittime = 30
ground.velocity = 0, -12
air.velocity = 0, -12
air.hittime = 30
air.juggle = 4
fall = 1

[State 1520, 4]
type = Explod
trigger1 = time = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1520, 5]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1520, 6]
type = VarSet
triggerall = time > 3
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "z"
var(3) = 1

[State 1520, 7]
type = Explod
trigger1 = ProjHit1520 = 1
anim = 6040
id = 1500
postype = P2
pos = 22, -70
ontop = 1
ownpal = 1
persistent = 0

[State 1520, 8]
type = Explod
trigger1 = ProjGuarded1520 = 1
anim = 6060
id = 1500
postype = P2
pos = 22, -70
ontop = 1
ownpal = 1
persistent = 0

[State 1520, 9]
type = ChangeState
trigger1 = Time = 90
value = 1530
ctrl = 1

[State 1520, 8]
type = ChangeState
trigger1 = Time = 70
trigger1 = Var(3) = 1
value = 1525

;---------------------------------------------------------------------------
; Second tornado
[Statedef 1525]
type    = S
movetype= I
physics = S
juggle  = 5
;poweradd = 0
ctrl = 0
anim = 1010
sprpriority = 2

[State 1525, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 1

[State 1525, 2]
type = PlaySnd
trigger1 = Time = 0
value = 2, 11

[State 1525, 3]
type = Projectile
trigger1 = AnimElem = 2
projID = 1505
projanim = 4053
projhitanim = -1
offset = 158, -150
velocity = 0, 0
accel = 0, 0
projremovetime = 52
projremove = 0
remvelocity = 0, 0
projpriority = 5
projsprpriority = 3
attr = S, NP
damage = 35,6
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 0, 9
sparkno = 2
;guard.sparkno = -1 ;S6050
sparkxy = 20, 4
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 15
ground.hittime = 30
ground.velocity = -2, -7
air.velocity = -2, -7
air.hittime = 30
air.juggle = 0
fall = 1

[State 1525, 4]
type = VarSet
trigger1 = Time = 0
var(3) = 0

[State 1525, 5]
type = Explod
trigger1 = ProjHit1525 = 1
anim = 6030
id = 1500
postype = P2
pos = 22, -70
ontop = 1
ownpal = 1
persistent = 0

[State 1525, 6]
type = Explod
trigger1 = ProjGuarded1525 = 1
anim = 6060
id = 1500
postype = P2
pos = 22, -70
ontop = 1
ownpal = 1
persistent = 0

[State 1525, 7]
type = ChangeState
trigger1 = Time = 52
value = 1030
ctrl = 1

;---------------------------------------------------------------------------
; Recovering
[Statedef 1530]
type    = S
movetype= I
physics = S
juggle  = 5
;poweradd = 0
ctrl = 0
anim = 1510
sprpriority = 2

[State 1530, 1]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1530, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Bad Whirlwind
;---------------------------------------------------------------------------
; Weak Bad Whirlwind
; First Kick
[Statedef 1600]
type    = S
movetype= A
physics = S
juggle  = 18
;poweradd = (var(6)=0)*40
ctrl = 0
anim = 1600
sprpriority = 2

[State 1600, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1600, 2]
type = PlaySnd
trigger1 = Time = 4
value = 4, 1

[State 1600, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Up
damage    = 20
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 12,12
priority = 4, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -71
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = -1, -6
air.velocity = -1,-5
air.hittime = 35
fall = 1

[State 1600, 4]
type = Explod
trigger1 = time = 0
trigger1 = Pos Y = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1600, 5]
type = VelSet
trigger1 = Time = 0
x = 2
y = -4

[State 1600, 6]
type = StateTypeSet
trigger1 = Time >= 3
statetype = A
physics = A

[State 1600, 7]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1600, 8]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 1"
var(3) = 1

[State 1600, 9]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 2"
var(3) = 2

[State 1600, 10]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 3"
var(3) = 3

[State 1600, 11]
type = ChangeState
trigger1 = Time > 15
trigger1 = Var(3) = 1
value = 1601

[State 1600, 12]
type = ChangeState
trigger1 = Time > 15
trigger1 = Var(3) = 2
value = 1611

[State 1600, 13]
type = ChangeState
trigger1 = Time > 15
trigger1 = Var(3) = 3
value = 1621

;---------------------------------------------------------------------------
; Weak Bad Whirlwind
; Second and Third Kick
[Statedef 1601]
type    = A
movetype= A
physics = A
juggle  = 15
;poweradd = (var(6)=0)*40
ctrl = 0
anim = 1610
sprpriority = 2

[State 1601, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1601, 2]
type = PlaySnd
trigger1 = Time = 4
value = 4, 1

[State 1601, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Up
damage    = 20
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 12,12
priority = 4, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -71
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = -1, -9
air.velocity = -1,-8
air.hittime = 35
fall = 1

[State 1601, 4]
type = VelSet
trigger1 = Time = 0
x = 1
y = -8

[State 1601, 5]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1601, 6]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 1"
var(3) = 1

[State 1601, 7]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 2"
var(3) = 2

[State 1601, 8]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 3"
var(3) = 3

[State 1601, 9]
type = ChangeState
triggerall = PrevStateNo != 1601
triggerall = PrevStateNo != 1611
triggerall = PrevStateNo != 1621
trigger1 = Time > 12
trigger1 = Var(3) = 1
value = 1601

[State 1601, 10]
type = ChangeState
triggerall = PrevStateNo != 1601
triggerall = PrevStateNo != 1611
triggerall = PrevStateNo != 1621
trigger1 = Time > 12
trigger1 = Var(3) = 2
value = 1611

[State 1601, 11]
type = ChangeState
triggerall = PrevStateNo != 1601
triggerall = PrevStateNo != 1611
triggerall = PrevStateNo != 1621
trigger1 = Time > 12
trigger1 = Var(3) = 3
value = 1621

;---------------------------------------------------------------------------
; Medium Bad Whirlwind
; First Kick
[Statedef 1610]
type    = S
movetype= A
physics = S
juggle  = 15
;poweradd = (var(6)=0)*40
ctrl = 0
anim = 1600
sprpriority = 2

[State 1610, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1610, 2]
type = PlaySnd
trigger1 = Time = 4
value = 4, 1

[State 1610, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = DiagUp
damage    = 40
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 12,12
priority = 4, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -71
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = -5, -8
air.velocity = -5,-7
air.hittime = 35
fall = 1

[State 1610, 4]
type = Explod
trigger1 = time = 0
trigger1 = Pos Y = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1610, 5]
type = VelSet
trigger1 = Time = 0
x = 4
y = -4

[State 1610, 6]
type = StateTypeSet
trigger1 = Time >= 3
statetype = A
physics = A

[State 1610, 7]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1610, 8]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 1"
var(3) = 1

[State 1610, 9]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 2"
var(3) = 2

[State 1610, 10]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 3"
var(3) = 3

[State 1610, 11]
type = ChangeState
trigger1 = Time > 15
trigger1 = Var(3) = 1
value = 1601

[State 1610, 12]
type = ChangeState
trigger1 = Time > 15
trigger1 = Var(3) = 2
value = 1611

[State 1610, 13]
type = ChangeState
trigger1 = Time > 15
trigger1 = Var(3) = 3
value = 1621

;---------------------------------------------------------------------------
; Medium Bad Whirlwind
; Second and Third Kick
[Statedef 1611]
type    = A
movetype= A
physics = A
juggle  = 15
;poweradd = (var(6)=0)*40
ctrl = 0
anim = 1610
sprpriority = 2

[State 1611, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1611, 2]
type = PlaySnd
trigger1 = Time = 4
value = 4, 1

[State 1611, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Up
damage    = 20
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 12,12
priority = 4, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -71
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = -5, -8
air.velocity = -5,-7
air.hittime = 35
fall = 1

[State 1611, 4]
type = VelSet
trigger1 = Time = 0
x = 2
y = -6

[State 1611, 5]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1611, 6]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 1"
var(3) = 1

[State 1611, 7]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 2"
var(3) = 2

[State 1611, 8]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 3"
var(3) = 3

[State 1611, 9]
type = ChangeState
triggerall = PrevStateNo != 1601
triggerall = PrevStateNo != 1611
triggerall = PrevStateNo != 1621
trigger1 = Time > 12
trigger1 = Var(3) = 1
value = 1601

[State 1611, 10]
type = ChangeState
triggerall = PrevStateNo != 1601
triggerall = PrevStateNo != 1611
triggerall = PrevStateNo != 1621
trigger1 = Time > 12
trigger1 = Var(3) = 2
value = 1611

[State 1611, 11]
type = ChangeState
triggerall = PrevStateNo != 1601
triggerall = PrevStateNo != 1611
triggerall = PrevStateNo != 1621
trigger1 = Time > 12
trigger1 = Var(3) = 3
value = 1621

;---------------------------------------------------------------------------
; Strong Bad Whirlwind
; First Kick
[Statedef 1620]
type    = S
movetype= A
physics = S
juggle  = 15
;poweradd = (var(6)=0)*40
ctrl = 0
anim = 1600
sprpriority = 2

[State 1620, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1620, 2]
type = PlaySnd
trigger1 = Time = 4
value = 4, 1

[State 1620, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Hard
damage    = 60
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 12,12
priority = 4, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -71
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = -6, -6
air.velocity = -6,-5
air.hittime = 35
fall = 1

[State 1620, 4]
type = Explod
trigger1 = time = 0
trigger1 = Pos Y = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1620, 5]
type = VelSet
trigger1 = Time = 0
x = 5
y = -4

[State 1620, 6]
type = StateTypeSet
trigger1 = Time >= 3
statetype = A
physics = A

[State 1620, 7]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1620, 8]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 1"
var(3) = 1

[State 1620, 9]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 2"
var(3) = 2

[State 1620, 10]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 3"
var(3) = 3

[State 1620, 11]
type = ChangeState
trigger1 = Time > 15
trigger1 = Var(3) = 1
value = 1601

[State 1620, 12]
type = ChangeState
trigger1 = Time > 15
trigger1 = Var(3) = 2
value = 1611

[State 1620, 13]
type = ChangeState
trigger1 = Time > 15
trigger1 = Var(3) = 3
value = 1621

;---------------------------------------------------------------------------
; Strong Bad Whirlwind
; Second and Third Kick
[Statedef 1621]
type    = A
movetype= A
physics = A
juggle  = 15
;poweradd = (var(6)=0)*40
ctrl = 0
anim = 1610
sprpriority = 2

[State 1621, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1621, 2]
type = PlaySnd
trigger1 = Time = 4
value = 4, 1

[State 1621, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Hard
damage    = 20
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 12,12
priority = 4, Hit
sparkno = 2
;guard.sparkno = S6060
sparkxy = -20, -71
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = -6, -5
air.velocity = -6,-5
air.hittime = 35
fall = 1

[State 1621, 4]
type = VelSet
trigger1 = Time = 0
x = 5
y = -4

[State 1621, 5]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1621, 6]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 1"
var(3) = 1

[State 1621, 7]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 2"
var(3) = 2

[State 1621, 8]
type = VarSet
triggerall = time > 3
trigger1 = Command = "Bad Whirlwind 3"
var(3) = 3

[State 1621, 9]
type = ChangeState
triggerall = PrevStateNo != 1601
triggerall = PrevStateNo != 1611
triggerall = PrevStateNo != 1621
trigger1 = Time > 12
trigger1 = Var(3) = 1
value = 1601

[State 1621, 10]
type = ChangeState
triggerall = PrevStateNo != 1601
triggerall = PrevStateNo != 1611
triggerall = PrevStateNo != 1621
trigger1 = Time > 12
trigger1 = Var(3) = 2
value = 1611

[State 1621, 11]
type = ChangeState
triggerall = PrevStateNo != 1601
triggerall = PrevStateNo != 1611
triggerall = PrevStateNo != 1621
trigger1 = Time > 12
trigger1 = Var(3) = 3
value = 1621

;---------------------------------------------------------------------------
; Final Destruction
;---------------------------------------------------------------------------
; Normal Cody
; First hit
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = -3000
ctrl = 0
anim = 3000
sprpriority = 2

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 3

[State 3000, 2]
type = PlaySnd
trigger1 = Time = 0
value = 6, 0

[State 3000, 3]
type = SuperPause
trigger1 = time = 1
time = 38
anim = 100
pos = 30, -85
darken = 1
;poweradd = ifelse(Var(6) > 0, -10000, 0)
sound = S2,1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3000, 6]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time = 10

[State 3000, 7]
type = HitDef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
animtype = Hard
damage = 22, 15
guardflag = MA
pausetime = 12,12
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -82
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 6,0
guard.velocity = -6
air.velocity = -1,-5
air.hittime = 12

[State 3000, 8]
type = VelSet
trigger1 = AnimElem = 2, 1
x = 13

[State 3000, 9]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = P2StateType != A
value = 3010
ctrl = 0

[State 3000, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Counter States
;; Pause
;[State 3000, 11]
;type = SuperPause
;trigger1 = PrevStateNo = [150, 153]
;trigger1 = Time = 0
;anim = S6090
;pos = 31, -68
;darken = 1
;time = 15
;movetime = 15

;---------------------------------------------------------------------------
; Combo
[Statedef 3010]
type    = S
movetype= A
physics = S
juggle  = 5
;poweradd = 0
velset = 0,0
ctrl = 0
anim = 3010
sprpriority = 2

[State 3010, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 14
trigger4 = AnimElem = 17
trigger5 = AnimElem = 20
trigger6 = AnimElem = 29
trigger7 = AnimElem = 32
trigger8 = AnimElem = 35
trigger9 = AnimElem = 44
trigger10 = AnimElem = 47
trigger11 = AnimElem = 50
value = 0, 1

[State 3010, 2]
type = PlaySnd
trigger1 = AnimElem = 60
trigger2 = AnimElem = 64
trigger3 = AnimElem = 68
trigger4 = AnimElem = 74
trigger5 = AnimElem = 80
trigger6 = AnimElem = 87
value = 0, 2

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3010, 6]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 14
trigger4 = AnimElem = 17
trigger5 = AnimElem = 20
trigger6 = AnimElem = 29
trigger7 = AnimElem = 32
trigger8 = AnimElem = 35
trigger9 = AnimElem = 44
trigger10 = AnimElem = 47
trigger11 = AnimElem = 50
attr = S, HA
hitflag = M
animtype  = Hard
damage    = 7, 3
guardflag = M
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -82
hitsound = S1, 0
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 0,0
air.velocity = -1,-5
air.hittime = 12
kill = 0

[State 3010, 7]
type = HitDef
trigger1 = AnimElem = 60
attr = S, HA
hitflag = M
animtype  = Hard
damage    = 17, 10
guardflag = M
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -88
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 12
kill = 0

[State 3010, 8]
type = HitDef
trigger1 = AnimElem = 64
attr = S, HA
hitflag = M
animtype  = Hard
damage    = 17, 10
guardflag = M
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -79
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 12
kill = 0

[State 3010, 9]
type = HitDef
trigger1 = AnimElem = 68
attr = S, HA
hitflag = M
animtype  = Hard
damage    = 17, 10
guardflag = M
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -103
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 12
kill = 0

[State 3010, 10]
type = HitDef
trigger1 = AnimElem = 74
attr = S, HA
hitflag = M
animtype  = Hard
damage    = 17, 10
guardflag = M
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -92
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 12
kill = 0

[State 3010, 11]
type = HitDef
trigger1 = AnimElem = 80
attr = S, HA
hitflag = M
animtype  = Hard
damage    = 17, 10
guardflag = M
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -64
hitsound = S1, 2
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 12
kill = 0

[State 3010, 12]
type = HitDef
trigger1 = AnimElem = 87
attr = S, HA
hitflag = M
animtype  = Hard
damage    = 25, 15
guardflag = M
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -97
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -1,-12
air.velocity = -1,-12
air.hittime = 12
fall = 1
fall.recover = 0

[State 3010, 13]
type = PlaySnd
trigger1 = AnimElem = 60
trigger2 = AnimElem = 64
trigger3 = AnimElem = 68
trigger4 = AnimElem = 74
trigger5 = AnimElem = 80
value = 4, 1

[State 3010, 14]
type = PlaySnd
trigger1 = AnimElem = 87
value = 6, 1

[State 3010, 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 185
ctrl = 0

[State 3010, 16]
type = ChangeState
trigger1 = Time = 0
trigger1 = P2Life = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Final Destruction
;---------------------------------------------------------------------------
; Normal Cody
; First hit
[Statedef 3000111]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = -2000
ctrl = 0
anim = 3000
sprpriority = 2

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 3

[State 3000, 2]
type = PlaySnd
trigger1 = Time = 0
value = 6, 0

[State 3000, 3]
type = SuperPause
trigger1 = time = 1
time = 38
anim = 100
pos = 30, -85
darken = 1
;poweradd = ifelse(Var(6) > 0, -10000, 0)
sound = S2,1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3000, 6]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time = 10

[State 3000, 7]
type = HitDef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
animtype = Hard
damage = 20, 10
guardflag = MA
pausetime = 12,12
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -82
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 6,0
guard.velocity = -6
air.velocity = -1,-5
air.hittime = 12

[State 3000, 8]
type = VelSet
trigger1 = AnimElem = 2, 1
x = 13

[State 3000, 9]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = P2StateType != A
value = 3010111
ctrl = 0

[State 3000, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Counter States
;; Pause
;[State 3000, 11]
;type = SuperPause
;trigger1 = PrevStateNo = [150, 153]
;trigger1 = Time = 0
;anim = S6090
;pos = 31, -68
;darken = 1
;time = 15
;movetime = 15

;---------------------------------------------------------------------------
; Combo
[Statedef 3010111]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = 0
velset = 0,0
ctrl = 0
anim = 3010111
sprpriority = 2


[State 3010, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 14
trigger4 = AnimElem = 17
trigger5 = AnimElem = 20
trigger6 = AnimElem = 29
trigger7 = AnimElem = 32
trigger8 = AnimElem = 35
trigger9 = AnimElem = 44
trigger10 = AnimElem = 47
trigger11 = AnimElem = 50
value = 0, 1

[State 3010, 2]
type = PlaySnd
trigger1 = AnimElem = 60
trigger2 = AnimElem = 64
trigger3 = AnimElem = 68
trigger4 = AnimElem = 74
trigger5 = AnimElem = 80
trigger6 = AnimElem = 87
value = 0, 2

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3010, 6]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 14
trigger4 = AnimElem = 17
trigger5 = AnimElem = 20
trigger6 = AnimElem = 29
trigger7 = AnimElem = 32
trigger8 = AnimElem = 35
trigger9 = AnimElem = 44
trigger10 = AnimElem = 47
trigger11 = AnimElem = 50
attr = S, HA
hitflag = M
animtype  = Hard
damage    = 8, 3
guardflag = M
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -82
hitsound = S1, 0
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 0,0
air.velocity = -1,-5
air.hittime = 12
kill = 0

[State 3010, 7]
type = HitDef
trigger1 = AnimElem = 60
attr = S, HA
hitflag = M
animtype  = Hard
damage    = 15, 10
guardflag = M
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -88
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 12
kill = 0

[State 3010, 8]
type = HitDef
trigger1 = AnimElem = 64
attr = S, HA
hitflag = M
animtype  = Hard
damage    = 15, 10
guardflag = M
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -79
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 12
kill = 0

[State 3010, 9]
type = HitDef
trigger1 = AnimElem = 68
attr = S, HA
hitflag = M
animtype  = Hard
damage    = 18, 10
guardflag = M
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -103
hitsound = S1, 2
guardsound = S1, 7
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5,-5
air.type = Low
air.velocity = -5,-5
air.hittime = 12
fall = 1
air.fall = 1
;ground.type = High
;ground.slidetime = 12
;ground.hittime  = 30
;ground.velocity = 0,0
;air.velocity = 0,0
;air.hittime = 12
;kill = 0

[State 3010, 10]
type = HitDef
trigger1 = AnimElem = 74
attr = S, HA
hitflag = M
animtype  = Hard
damage    = 18, 10
guardflag = M
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -92
hitsound = S1, 2
guardsound = S1, 7
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5,-5
air.type = Low
air.velocity = -5,-5
air.hittime = 12
fall = 1
air.fall = 1

;ground.type = High
;ground.slidetime = 12
;ground.hittime  = 30
;ground.velocity = 0,0
;air.velocity = 0,0
;air.hittime = 12
;kill = 0

[State 3010, 11]
type = HitDef
trigger1 = AnimElem = 80
attr = S, HA
hitflag = M
animtype  = Hard
damage    = 18, 10
guardflag = M
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -64
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -1,-12
air.velocity = -1,-12
air.hittime = 12
fall = 1
fall.recover = 0
;ground.type = Low
;ground.slidetime = 12
;ground.hittime  = 30
;ground.velocity = 0,0
;air.velocity = 0,0
;air.hittime = 12
;kill = 0

[State 3010, 12]
type = HitDef
trigger1 = AnimElem = 87
attr = S, HA
hitflag = M
animtype  = Hard
damage    = 18, 3
guardflag = M
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -97
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -1,-12
air.velocity = -1,-12
air.hittime = 12
fall = 1
fall.recover = 0

[State 3010, 13]
type = PlaySnd
trigger1 = AnimElem = 60
trigger2 = AnimElem = 64
trigger3 = AnimElem = 68
trigger4 = AnimElem = 74
trigger5 = AnimElem = 80
value = 4, 1

[State 3010, 14]
type = PlaySnd
trigger1 = AnimElem = 87
value = 6, 1

[State 3010, 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 185
ctrl = 0

[State 3010, 16]
type = ChangeState
trigger1 = Time = 0
trigger1 = P2Life = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Final Destruction
;---------------------------------------------------------------------------
; Normal Cody
; First hit
[Statedef 3000112]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = -1000
ctrl = 0
anim = 3000
sprpriority = 2

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 3

[State 3000, 2]
type = PlaySnd
trigger1 = Time = 0
value = 6, 0

[State 3000, 3]
type = SuperPause
trigger1 = time = 1
time = 38
anim = 100
pos = 30, -85
darken = 1
;poweradd = ifelse(Var(6) > 0, -10000, 0)
sound = S2,1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3000, 6]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time = 10

[State 3000, 7]
type = HitDef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
animtype = Hard
damage = 20, 7
guardflag = MA
pausetime = 12,12
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -82
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 6,0
guard.velocity = -6
air.velocity = -1,-5
air.hittime = 12

[State 3000, 8]
type = VelSet
trigger1 = AnimElem = 2, 1
x = 13

[State 3000, 9]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = P2StateType != A
value = 3010112
ctrl = 0

[State 3000, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Counter States
;; Pause
;[State 3000, 11]
;type = SuperPause
;trigger1 = PrevStateNo = [150, 153]
;trigger1 = Time = 0
;anim = S6090
;pos = 31, -68
;darken = 1
;time = 15
;movetime = 15

;---------------------------------------------------------------------------
; Combo
[Statedef 3010112]
type    = S
movetype= A
physics = S
juggle  = 5
;poweradd = 0
velset = 0,0
ctrl = 0
anim = 3010112
sprpriority = 2


[State 3010, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 14
trigger4 = AnimElem = 17
trigger5 = AnimElem = 20
trigger6 = AnimElem = 29
trigger7 = AnimElem = 32
trigger8 = AnimElem = 35
trigger9 = AnimElem = 44
trigger10 = AnimElem = 47
trigger11 = AnimElem = 50
value = 0, 1

[State 3010, 2]
type = PlaySnd
trigger1 = AnimElem = 60
trigger2 = AnimElem = 64
trigger3 = AnimElem = 68
trigger4 = AnimElem = 74
trigger5 = AnimElem = 80
trigger6 = AnimElem = 87
value = 0, 2

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3010, 6]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 14
trigger4 = AnimElem = 17
trigger5 = AnimElem = 20
trigger6 = AnimElem = 29
trigger7 = AnimElem = 32
trigger8 = AnimElem = 35
trigger9 = AnimElem = 44
trigger10 = AnimElem = 47
trigger11 = AnimElem = 50
attr = S, HA
hitflag = M
animtype  = Hard
damage    = 9, 3
guardflag = M
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -82
hitsound = S1, 0
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 0,0
air.velocity = -1,-5
air.hittime = 12
kill = 0

[State 3010, 7]
type = HitDef
trigger1 = AnimElem = 60
attr = S, HA
hitflag = M
animtype  = Hard
damage    = 15, 7
guardflag = M
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -88
hitsound = S1, 2
guardsound = S1, 7
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5,-5
air.type = Low
air.velocity = -5,-5
air.hittime = 12
fall = 1
air.fall = 1
;ground.type = High
;ground.slidetime = 12
;ground.hittime  = 30
;ground.velocity = 0,0
;air.velocity = 0,0
;air.hittime = 12
;kill = 0

[State 3010, 8]
type = HitDef
trigger1 = AnimElem = 64
attr = S, HA
hitflag = M
animtype  = Hard
damage    = 15, 3
guardflag = M
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -79
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 12
kill = 0

[State 3010, 9]
type = HitDef
trigger1 = AnimElem = 68
attr = S, HA
hitflag = M
animtype  = Hard
damage    = 15, 3
guardflag = M
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -103
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 12
kill = 0

[State 3010, 10]
type = HitDef
trigger1 = AnimElem = 74
attr = S, HA
hitflag = M
animtype  = Hard
damage    = 10, 3
guardflag = M
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -92
hitsound = S1, 2
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5,-5
air.type = Low
air.velocity = -5,-5
air.hittime = 12
fall = 1
air.fall = 1

;ground.type = High
;ground.slidetime = 12
;ground.hittime  = 30
;ground.velocity = 0,0
;air.velocity = 0,0
;air.hittime = 12
;kill = 0

[State 3010, 11]
type = HitDef
trigger1 = AnimElem = 80
attr = S, HA
hitflag = M
animtype  = Hard
damage    = 10, 3
guardflag = M
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -64
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -1,-12
air.velocity = -1,-12
air.hittime = 12
fall = 1
fall.recover = 0
;ground.type = Low
;ground.slidetime = 12
;ground.hittime  = 30
;ground.velocity = 0,0
;air.velocity = 0,0
;air.hittime = 12
;kill = 0

[State 3010, 12]
type = HitDef
trigger1 = AnimElem = 87
attr = S, HA
hitflag = M
animtype  = Hard
damage    = 10, 3
guardflag = M
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -97
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -1,-12
air.velocity = -1,-12
air.hittime = 12
fall = 1
fall.recover = 0

[State 3010, 13]
type = PlaySnd
trigger1 = AnimElem = 60
trigger2 = AnimElem = 64
trigger3 = AnimElem = 68
trigger4 = AnimElem = 74
trigger5 = AnimElem = 80
value = 4, 1

[State 3010, 14]
type = PlaySnd
trigger1 = AnimElem = 87
value = 6, 1

[State 3010, 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 185
ctrl = 0

[State 3010, 16]
type = ChangeState
trigger1 = Time = 0
trigger1 = P2Life = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Dark Blade Cody
; Charging
[Statedef 3300]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = -1000
ctrl = 0
anim = 3300
sprpriority = 2

[State 3300, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6, 0

[State 3300, 2]
type = PlaySnd
trigger1 = Time = 1
value = 6, 2

[State 3300, 3]
type = SuperPause
trigger1 = time = 1
time = 38
anim = 100
pos = 30, -85
darken = 1
poweradd = ifelse(Var(6) > 0, -10000, 0)
sound = S2,1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3300, 6]
type = VarSet
trigger1 = Time = 4
var(11) = 1

[State 3300, 7]
type = Helper
trigger1 = AnimTime = 0
name = "Final Destruction"
id = 3300
pos = 0, 0
stateno = 3301
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3300, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Helper Timing
[Statedef 3301]
type    = S
movetype= I
physics = S
juggle  = 5
ctrl = 0
anim = 9999
sprpriority = 2

[State 3301, 1]
type = ParentVarAdd
trigger1 = Time = 600
var(11) = -1

[State 3301, 7]
type = DestroySelf
trigger1 = Parent, Var(11) = 0

;---------------------------------------------------------------------------
; High Punch 1
[Statedef 3310]
type    = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
anim = 3310
sprpriority = 2

[State 3310, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 3310, 2]
type = PlaySnd
trigger1 = Time = 0
value = 6, 4

[State 3310, 3]
type = HitDef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
animtype = Hard
damage = 30, 0
guardflag = MA
pausetime = 12,12
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -82
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 6
ground.velocity = -2,0
guard.velocity = -3
air.velocity = -1,-5
air.hittime = 6

[State 3310, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; High Punch 2
[Statedef 3315]
type    = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
anim = 3310
sprpriority = 2

[State 3315, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 3315, 2]
type = PlaySnd
trigger1 = Time = 0
value = 6, 4

[State 3315, 3]
type = HitDef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
animtype = Hard
damage = 30, 0
guardflag = MA
pausetime = 12,12
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -82
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 6
ground.velocity = -2,0
guard.velocity = -3
air.velocity = -1,-5
air.hittime = 6

[State 3315, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Low Punch
[Statedef 3320]
type    = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
anim = 3320
sprpriority = 2

[State 3320, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 3320, 2]
type = PlaySnd
trigger1 = Time = 0
value = 6, 4

[State 3320, 3]
type = HitDef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
animtype = Hard
damage = 30, 0
guardflag = MA
pausetime = 12,12
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -68
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 10
ground.velocity = -2,0
guard.velocity = -3
air.velocity = -1,-5
air.hittime = 10

[State 3320, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Uppercut Punch
[Statedef 3330]
type    = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
anim = 3330
sprpriority = 2

[State 3330, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 3330, 2]
type = PlaySnd
trigger1 = Time = 0
value = 6, 5

[State 3330, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
animtype = Hard
damage = 30, 0
guardflag = MA
pausetime = 12,12
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -108
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-6
guard.velocity = -6
air.velocity = -2,-5
air.hittime = 15
fall = 1
fall.recover = 0

[State 3330, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Prisioner Throw
[Statedef 3340]
type    = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
anim = 3340
sprpriority = 2

[State 3340, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 3340, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
animtype = Hard
damage = 30, 0
guardflag = 
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -108
hitsound = S1, 8
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-6
guard.velocity = -6
air.velocity = -2,-5
air.hittime = 15
p1stateno = 3341
p2stateno = 3345

[State 3340, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Prisioner Throw - Part 2
[Statedef 3341]
type    = S
movetype= I
physics = S
juggle  = 5
ctrl = 0
anim = 3341
sprpriority = 2

[State 3341, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 3341, 2]
type = PlaySnd
trigger1 = Time = 25
value = 6, 6

[State 3341, 3]
type = PlaySnd
trigger1 = Time > 15
trigger1 = P2Dist Y >= -5
trigger1 = P2StateNo = 3345
value = 7, 0






[State 3341, 4]
type = TargetBind
trigger1 = Time = 0
time = 4
pos = 50, -85

[State 3341, 5]
type = TargetBind
trigger1 = Time = 5
time = 11
pos = 51, -77

[State 3341, 6]
type = TargetBind
trigger1 = Time = 15
time = 4
pos = 38, -86

[State 3341, 7]
type = TargetBind
trigger1 = Time = 18
time = 3
pos = -16, -106

[State 3341, 8]
type = TargetBind
trigger1 = Time = 21
time = 1
pos = -74, -52

[State 3341, 9]
type = TargetDrop
trigger1 = Time = 22

[State 3341, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 1
ctrl = 0

;---------------------------------------------------------------------------
; Prisioner Throw - P2
[Statedef 3345]
type    = S
movetype= H
physics = N
ctrl = 0





[State 3345, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3345

[State 3345, 2]
type = VelSet
trigger1 = Time = 22
x = 1
y = 5

[State 3345, 3]
type = VelSet
trigger1 = Time > 22
trigger1 = Pos Y >= -5
x = 4
y = -5

[State 3345, 4]
type = Gravity
trigger1 = Time > 33

[State 3345, 7]
type = SelfState
trigger1 = Time > 33
trigger1 = Pos Y >= -5
value = 5110

;---------------------------------------------------------------------------
; Jump Kick
[Statedef 3350]
type    = A
movetype= A
physics = A
juggle  = 5
ctrl = 0
anim = 3350
sprpriority = 2

[State 3350, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 3

[State 3350, 2]
type = PlaySnd
trigger1 = Time = 0
value = 6, 4

[State 3350, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
hitflag = MAF
animtype  = Up
damage    = 50
guardflag = MA
pausetime = 12,12
priority = 4, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -71
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = -3, -5
air.velocity = -3,-3
air.hittime = 35
fall = 1

[State 3350, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
; Crouching Punch
[Statedef 3360]
type    = C
movetype= A
physics = C
juggle  = 2
ctrl = 0
anim = 3360
sprpriority = 2

[State 3360, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 3360, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 40
priority  = 7, Hit
animtype  = Hard
hitflag = MAF
guardflag = M
pausetime = 10,11
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -61
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 4
ground.hittime  = 6
ground.velocity = -5
air.velocity = -1.5,-3

[State 3360, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Knife 1
[Statedef 3370]
type    = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
anim = 3370
sprpriority = 2

[State 3370, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 6

[State 3370, 2]
type = PlaySnd
trigger1 = Time = 0
value = 2, 6

[State 3370, 3]
type = PlaySnd
trigger1 = Time = 0
value = 6, 4

[State 3370, 4]
type = HitDef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
animtype = Hard
damage = 30, 2
guardflag = MA
pausetime = 12,12
priority = 7, Hit
sparkno = 10
guard.sparkno = 1166444522
sparkxy = -20, -72
hitsound = S1, 9
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,0
guard.velocity = -6
air.velocity = -1,-5
air.hittime = 12

[State 3370, 5]
type = Explod
trigger1 = time = 0
anim = 4084
id = 4084
postype = P1
pos = 4, -70
ontop = 1
ownpal = 1

[State 3370, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Knife 2
[Statedef 3371]
type    = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
anim = 3370
sprpriority = 2

[State 3371, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 6

[State 3371, 2]
type = PlaySnd
trigger1 = Time = 0
value = 2, 6

[State 3371, 3]
type = PlaySnd
trigger1 = Time = 0
value = 6, 4

[State 3371, 4]
type = HitDef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
animtype = Hard
damage = 30, 2
guardflag = MA
pausetime = 12,12
priority = 7, Hit
sparkno = 10
guard.sparkno = 1166444522
sparkxy = -20, -72
hitsound = S1, 10
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,0
guard.velocity = -6
air.velocity = -1,-5
air.hittime = 12

[State 3371, 5]
type = Explod
trigger1 = time = 0
anim = 4084
id = 4084
postype = P1
pos = 4, -70
ontop = 1
ownpal = 1

[State 3371, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Knife 3
[Statedef 3372]
type    = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
anim = 3370
sprpriority = 2

[State 3372, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 6

[State 3372, 2]
type = PlaySnd
trigger1 = Time = 0
value = 2, 6

[State 3372, 3]
type = PlaySnd
trigger1 = Time = 0
value = 6, 6

[State 3372, 4]
type = HitDef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
animtype = Hard
damage = 30, 2
guardflag = MA
pausetime = 12,12
priority = 7, Hit
sparkno = 10
guard.sparkno = 1166444522
sparkxy = -20, -72
hitsound = S1, 11
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7,-2
guard.velocity = -6
air.velocity = -7,-2
air.hittime = 12
fall = 1

[State 3372, 5]
type = Explod
trigger1 = time = 0
anim = 4084
id = 4084
postype = P1
pos = 4, -70
ontop = 1
ownpal = 1

[State 3372, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Knife
[Statedef 3375]
type    = C
movetype= A
physics = C
juggle  = 2
ctrl = 0
anim = 3375
sprpriority = 2

[State 3375, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 6

[State 3372, 2]
type = PlaySnd
trigger1 = Time = 0
value = 2, 6

[State 3375, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 45, 5
priority  = 7, Hit
animtype  = Hard
hitflag = MAF
guardflag = M
pausetime = 10,11
sparkno = 10
guard.sparkno = 1166444522
sparkxy = -20, -59
hitsound = S1, 9
guardsound = S1, 7
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3

[State 3375, 4]
type = Explod
trigger1 = time = 0
anim = 4084
id = 4084
postype = P1
pos = 10, -45
ontop = 1
ownpal = 1

[State 3375, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Shin Cody
; Walking
[Statedef 3500]
type    = S
movetype= I
physics = S
juggle  = 5
poweradd = -1000
ctrl = 0
anim = 20
sprpriority = 2

[State 3500, 1]
type = ReversalDef
trigger1 = AnimElem = 1
reversal.attr =  SCA, NA, SA, HA
pausetime = 0,0
hitsound = -1
sparkno = -1
p1stateno = 3510

[State 3500, 2]
type = VelSet
trigger1 = 1
x = 3.4

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3500, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Parrying the Attack
[Statedef 3510]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
anim = 3500
sprpriority = 4

[State 3510, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6, 9

[State 3510, 2]
type = PlaySnd
trigger1 = Time = 3
value = 4, 1

[State 3510, 3]
type = SuperPause
trigger1 = time = 0
time = 38
anim = 100
pos = -7, -92
darken = 1
sound = S2,1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3510, 6]
type = Pause
trigger1 = Time = 0
time = 16
movetime = 16

[State 3510, 7]
type = HitDef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
animtype = Hard
damage = 60, 20
guardflag = 
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -87
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0, 0
air.hittime = 12
p1stateno = 3520
p2stateno = 3570

[State 3510, 8]
type = VelSet
trigger1 = AnimElem = 2, 1
x = 13

[State 3510, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw
[Statedef 3520]
type    = S
movetype= I
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
anim = 3510
sprpriority = 2
velset = 0,0

[State 3520, 1]
type = PlaySnd
trigger1 = TimeMod = 16, 1
value = 2, 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20
[State 3520, 4]
type = VelSet
trigger1 = Time > 6
x = 5

[State 3520, 5]
type = TargetBind
trigger1 = Time = 3
time = 20
pos = -10, -88

[State 3520, 6]
type = TargetBind
trigger1 = AnimElem = 2, 2
time = 1000
pos = 34, -85

[State 3520, 7]
type = ScreenBound
trigger1 = 1
value = 0

[State 3520, 8]
type = PosAdd
trigger1 = Time <= 8
trigger1 = FrontEdgeDist < 40
x = -80

[State 3520, 9]
type = ChangeState
trigger1 = Time > 8
trigger1 = FrontEdgeDist < 40
value = 3530
ctrl = 0

;---------------------------------------------------------------------------
; Releasing P2
[Statedef 3530]
type    = S
movetype= I
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
anim = 3520
sprpriority = 2
velset = 0,0



[State 3530, 1]
type = PlaySnd
trigger1 = Time = 0
value = 4, 0

[State 3530, 2]
type = PlaySnd
trigger1 = Time >= 0
trigger1 = P2Dist Y >= -5
trigger1 = P2StateNo = 3575
value = 2, 7
persistent = 0


[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3530, 5]
type = TargetState
trigger1 = AnimElem = 1
value = 3575

[State 3530, 6]
type = TargetBind
trigger1 = AnimElem = 1
time = 4
pos = 60, -49

[State 3530, 7]
type = TargetDrop
trigger1 = AnimElem = 2

[State 3530, 8]
type = EnvShake
trigger1 = Time = 16
time = 16
freq = 50
ampl = -10




[State 3530, 9]
type = ChangeState
trigger1 = Time > 15
trigger1 = P2StateNo = 5300
value = 3540
ctrl = 0

;---------------------------------------------------------------------------
; Floor Combo
[Statedef 3540]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd = 0
ctrl = 0
anim = 3530
sprpriority = 2
velset = 0,0

[State 3540, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 9
trigger3 = AnimElem = 15
trigger4 = AnimElem = 21
trigger5 = AnimElem = 28
value = 0, 2

[State 3540, 2]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 11
value = 4, 0

[State 3540, 3]
type = PlaySnd
trigger1 = AnimElem = 17
trigger2 = AnimElem = 23
value = 4, 1

[State 3540, 4]
type = PlaySnd
trigger1 = AnimElem = 30
value = 4, 2

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3540, 7]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
hitflag = MAF
animtype = Hard
damage = 30, 10
guardflag = MA
pausetime = 5, 6
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -92
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 2,0
guard.velocity = -6
air.velocity = -1,-1
air.hittime = 30

[State 3540, 8]
type = HitDef
trigger1 = AnimElem = 11
attr = S, HA
hitflag = MAF
animtype  = Hard
damage = 30, 10
guardflag = MA
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -62
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 2,0
air.velocity = -1,-1
air.hittime = 12

[State 3540, 9]
type = HitDef
trigger1 = AnimElem = 17
attr = S, HA
hitflag = MAF
animtype  = Hard
damage = 30, 10
guardflag = MA
pausetime = 5,4
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -96
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 2,0
air.velocity = -1,-1
air.hittime = 12

[State 3540, 10]
type = HitDef
trigger1 = AnimElem = 23
attr = S, HA
hitflag = MAF
animtype  = Hard
damage = 30, 10
guardflag = MA
pausetime = 5,4
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -66
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime = 60
ground.velocity = 2,0
air.velocity = -4,-6
air.hittime = 60

[State 3540, 11]
type = HitDef
trigger1 = AnimElem = 30
attr = S, HA
hitflag = MAF
animtype  = Up
damage = 30, 10
guardflag = MA
pausetime = 5,4
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -102
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 60
ground.velocity = 1,-10
air.velocity = -4,-11
air.hittime = 60

[State 3540, 12]
type = VelSet
trigger1 = AnimTime = 0
x = 3
y = -12

[State 3540, 13]
type = Explod
trigger1 = AnimElem = 29
anim = 4020
id = 3540
postype = P1
pos = 30, 0
ontop = 1
ownpal = 1

[State 3540, 14]
type = ChangeState
trigger1 = AnimTime = 0
value = 3550
ctrl = 0

[State 3540, 15]
type = ChangeState
trigger1 = AnimElem = 30
trigger1 = MoveHit = 0
value = 1030
ctrl = 0

;---------------------------------------------------------------------------
; Air Combo
[Statedef 3550]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd = 0
ctrl = 0
anim = 3540
sprpriority = 2

[State 3550, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 10
value = 0, 2

[State 3550, 2]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
value = 4, 2

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3550, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
hitflag = MAF
animtype = Hard
damage = 30, 10
guardflag = MA
pausetime = 5,4
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -88
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -4,-5
guard.velocity = -6
air.velocity = -1,-4
air.hittime = 30
fall = 1

[State 3550, 6]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
hitflag = MAF
animtype = Hard
damage = 30, 10
guardflag = MA
pausetime = 5,4
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -70
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -4,-5
guard.velocity = -6
air.velocity = -1,-4
air.hittime = 30
fall = 1

[State 3550, 7]
type = HitDef
trigger1 = AnimElem = 12
attr = A, HA
hitflag = MAF
animtype = Hard
damage = 30, 10
guardflag = MA
pausetime = 5,4
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -75
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -4,-5
guard.velocity = -6
air.velocity = -1,-4
air.hittime = 30
fall = 1

[State 3550, 8]
type = HitDef
trigger1 = AnimElem = 14
attr = A, HA
hitflag = AF
animtype = Hard
damage = 0, 0
guardflag = 
pausetime = 5,4
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -75
hitsound = S1, 8
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -4,-5
guard.velocity = -6
air.velocity = -1,-4
air.hittime = 30
p1stateno = 3560
p2stateno = 925

[State 3550, 9]
type = VelAdd
trigger1 = AnimElem = 12
trigger1 = MoveHit
y = -5
persistent = 0

;---------------------------------------------------------------------------
; Bad Stamp/Guilty Stamp - Throwing
[Statedef 3560]
type    = S
movetype= I
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
anim = 920
sprpriority = 2
velset = 0,0

[State 3560, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6, 10

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3560, 4]
type = PosAdd
trigger1 = Time = 0
x = -55

[State 3560, 5]
type = TargetBind
trigger1 = Time = 0
time = 20
pos = 83, -75

[State 3560, 6]
type = TargetBind
trigger1 = AnimElem = 2
time = 20
pos = 76, -68

[State 3560, 7]
type = TargetBind
trigger1 = AnimElem = 3
time = 20
pos = 68, -82

[State 3560, 8]
type = TargetBind
trigger1 = AnimElem = 4
time = 20
pos = 61, -79

[State 3560, 9]
type = TargetBind
trigger1 = AnimElem = 5
time = 1000
pos = 35, -64

[State 3560, 10]
type = VelSet
trigger1 = Time = 30
y = 3

[State 3560, 11]
type = Gravity
trigger1 = Time > 30

[State 3560, 12]
type = ChangeState
trigger1 = Pos Y > 56
value = 3565
ctrl = 0

;---------------------------------------------------------------------------
; Bad Stamp/Guilty Stamp - Releasing
[Statedef 3565]
type    = S
movetype= I
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
anim = 921
sprpriority = 2
velset = 0,0



[State 3565, 1]
type = PlaySnd
trigger1 = Time = 0
value = 4, 2

[State 3565, 2]
type = PlaySnd
trigger1 = Time = 0
value = 2, 7

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3565, 5]
type = PosSet
trigger1 = Time = 0
y = 15

[State 3565, 6]
type = TargetBind
trigger1 = Time = 0
time = 13
pos = 57, -19

[State 3565, 7]
type = TargetDrop
trigger1 = Time = 14

[State 3565, 8]
type = PosAdd
trigger1 = Time = 13
x = 60

[State 3565, 9]
type = VelSet
trigger1 = Time = 14
x = -4
y = -5

[State 3565, 10]
type = StateTypeSet
trigger1 = Time >= 15
statetype = A
physics = A

[State 3565, 11]
type = EnvShake
trigger1 = Time = 0
time = 16
freq = 50
ampl = -10

;---------------------------------------------------------------------------
; P2 grabed - Part 1
[Statedef 3570]
type    = S
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State 3570, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3550

[State 3570, 2]
type = ScreenBound
trigger1 = Time = 0
value = 1
movecamera = -200, 0

;---------------------------------------------------------------------------
; P2 grabed - Part 2
[Statedef 3575]
type    = S
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State 3575, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3555

[State 3575, 2]
type = ChangeAnim
trigger1 = Pos Y > -7
value = 5210

[State 3575, 3]
type = VelSet
trigger1 = Anim = 3555
x = -1
y = 4

[State 3575, 4]
type = VelSet
trigger1 = Anim = 5210
persistent = 0
x = -0.5
y = -6

[State 3575, 5]
type = Gravity
trigger1 = Anim = 5210

[State 3575, 6]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3575, 7]
type = ChangeState
trigger1 = Anim = 5210
trigger1 = Pos Y > -7
trigger1 = Time > 16
value = 5300

;---------------------------------------------------------------------------
; Dead End Irony
;---------------------------------------------------------------------------
; Floor Kicks
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = -3000
ctrl = 0
anim = 3100
sprpriority = 2

[State 3100, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3, 0

[State 3100, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 24
value = 0, 3

[State 3100, 3]
type = PlaySnd
trigger1 = AnimElem = 26
value = 4, 2

[State 3100, 4]
type = SuperPause
trigger1 = time = 0
time = 38
anim = 100
pos = 9, -91
darken = 1
poweradd = ifelse(Var(6) > 0, -10000, 0)
sound = S2,1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20
[State 3100, 7]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
hitflag = MAF
animtype = Hard
damage = 20, 10
guardflag = MA
pausetime = 5, 6
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -72
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 1,0
guard.velocity = -6
air.velocity = -1,-1
air.hittime = 30

[State 3100, 8]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
hitflag = MAF
animtype  = Hard
damage = 20, 10
guardflag = MA
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -12
hitsound = S1, 2
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 1,0
air.velocity = -1,-1
air.hittime = 12

[State 3100, 9]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
hitflag = MAF
animtype  = Hard
damage = 20, 10
guardflag = MA
pausetime = 5,4
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -62
hitsound = S1, 2
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 1,0
air.velocity = -1,-1
air.hittime = 12

[State 3100, 10]
type = HitDef
trigger1 = AnimElem = 26
attr = S, HA
hitflag = MAF
animtype  = Hard
damage = 20, 10
guardflag = MA
pausetime = 5,4
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -113
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 60
ground.velocity = 1,-7
air.velocity = -4,-6
air.hittime = 60

[State 3100, 11]
type = VelSet
trigger1 = Time = 4
y = -3.5

[State 3100, 12]
type = StateTypeSet
trigger1 = Pos Y < -10
statetype = A
physics = A

[State 3100, 13]
type = PosSet
trigger1 = Pos Y > -7
trigger1 = time > 10
y = 0

[State 3100, 14]
type = VelSet
trigger1 = Pos Y > -7
trigger1 = Time >= 10
y = 0

[State 3100, 15]
type = VelSet
trigger1 = Time >= 4
x = 3

[State 3100, 16]
type = StateTypeSet
trigger1 = Pos Y > -7
trigger1 = Time >= 10
statetype = S
physics = S

[State 3100, 17]
type = VelSet
trigger1 = AnimTime = 0
x = 2
y = -8.5

[State 3100, 18]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 3100, 19]
type = VarAdd
triggerall = Var(3) < 4
trigger1 = Time > 3
;trigger1 = Command = "a"
;trigger2 = Command = "b"
;trigger3 = Command = "c"
var(3) = 1

[State 3100, 20]
type = ChangeState
trigger1 = AnimTime = 0
value = 3110
ctrl = 1

; Counter States
;; Pause
;[State 3100, 21]
;type = SuperPause
;trigger1 = PrevStateNo = [150, 153]
;trigger1 = Time = 0
;anim = S6090
;pos = 31, -68
;darken = 1
;time = 15
;movetime = 15

; Floor Kicks
[Statedef 310023]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = -1000
ctrl = 0
anim = 3100
sprpriority = 2

[State 3100, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3, 0

[State 3100, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 24
value = 0, 3

[State 3100, 3]
type = PlaySnd
trigger1 = AnimElem = 26
value = 4, 2

[State 3100, 4]
type = SuperPause
trigger1 = time = 0
time = 38
anim = 100
pos = 9, -91
darken = 1
poweradd = ifelse(Var(6) > 0, -10000, 0)
sound = S2,1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20
[State 3100, 7]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
hitflag = MAF
animtype = Hard
damage = 28, 10
guardflag = MA
pausetime = 5, 6
;priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -72
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 1,0
guard.velocity = -6
air.velocity = -1,-1
air.hittime = 30

[State 3100, 8]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
hitflag = MAF
animtype  = Hard
damage = 28, 10
guardflag = MA
pausetime = 0,0
;priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -12
hitsound = S1, 2
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 1,0
air.velocity = -1,-1
air.hittime = 12

[State 3100, 9]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
hitflag = MAF
animtype  = Hard
damage = 28, 10
guardflag = MA
pausetime = 5,4
;priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -62
hitsound = S1, 2
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 1,0
air.velocity = -1,-1
air.hittime = 12

[State 3100, 10]
type = HitDef
trigger1 = AnimElem = 26
attr = S, HA
hitflag = MAF
animtype  = Heavy
damage = 28, 10
guardflag = MA
pausetime = 5,4
;priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -113
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -4,-5
guard.velocity = -6
;ground.type = High
;ground.slidetime = 12
;ground.hittime  = 60
;ground.velocity = 1,-7
fall = 1
air.velocity = -4,-6
air.hittime = 60



[State 3100, 11]
type = VelSet
trigger1 = Time = 4
y = -3.5

[State 3100, 12]
type = StateTypeSet
trigger1 = Pos Y < -10
statetype = A
physics = A

[State 3100, 13]
type = PosSet
trigger1 = Pos Y > -7
trigger1 = time > 10
y = 0

[State 3100, 14]
type = VelSet
trigger1 = Pos Y > -7
trigger1 = Time >= 10
y = 0

[State 3100, 15]
type = VelSet
trigger1 = Time >= 4
x = 3

[State 3100, 16]
type = StateTypeSet
trigger1 = Pos Y > -7
trigger1 = Time >= 10
statetype = S
physics = S

[State 3100, 17]
type = VelSet
trigger1 = AnimTime = 0
x = 2
y = -8.5

[State 3100, 18]
type = VarSet
trigger1 = time = 0
var(3) = 0



[State 3100, 20]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Counter States
;; Pause
;[State 3100, 21]
;type = SuperPause
;trigger1 = PrevStateNo = [150, 153]
;trigger1 = Time = 0
;anim = S6090
;pos = 31, -68
;darken = 1
;time = 15
;movetime = 15


;---------------------------------------------------------------------------
; Air Combo
[Statedef 3110]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd = 0
ctrl = 0
anim = 3110
sprpriority = 2

[State 3110, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 13
value = 0, 3

[State 3110, 2]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
value = 4, 2

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3110, 4]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
attr = S, HA
hitflag = MAF
animtype = Hard
damage = 22, 10
guardflag = MA
pausetime = 5,4
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -75
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -4,-5
guard.velocity = -6
air.velocity = -1,-4
air.hittime = 30
fall = 1

[State 3110, 5]
type = VarAdd
trigger1 = Var(3) < 4
;trigger1 = Command = "a"
;trigger2 = Command = "b"
;trigger3 = Command = "c"
var(3) = 1

[State 3110, 6]
type = VarSet
trigger1 = Var(3) = 4
var(4) = 1

[State 3110, 7]
type = VelSet
trigger1 = AnimElem = 16
trigger1 = Var(3) > 0
y = -7

[State 3110, 8]
type = ChangeState
trigger1 = AnimElem = 16
trigger1 = Var(3) > 0
value = 3120

; Floor Kicks
[Statedef 3100234]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = -2000
ctrl = 0
anim = 3100
sprpriority = 2

[State 3100, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3, 0

[State 3100, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 24
value = 0, 3

[State 3100, 3]
type = PlaySnd
trigger1 = AnimElem = 26
value = 4, 2

[State 3100, 4]
type = SuperPause
trigger1 = time = 0
time = 38
anim = 100
pos = 9, -91
darken = 1
poweradd = ifelse(Var(6) > 0, -10000, 0)
sound = S2,1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20
[State 3100, 7]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
hitflag = MAF
animtype = Hard
damage = 20, 10
guardflag = MA
pausetime = 5, 6
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -72
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 1,0
guard.velocity = -6
air.velocity = -1,-1
air.hittime = 30

[State 3100, 8]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
hitflag = MAF
animtype  = Hard
damage = 20, 10
guardflag = MA
pausetime = 0,0
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -12
hitsound = S1, 2
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 1,0
air.velocity = -1,-1
air.hittime = 12

[State 3100, 9]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
hitflag = MAF
animtype  = Hard
damage = 20, 10
guardflag = MA
pausetime = 5,4
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -62
hitsound = S1, 2
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 1,0
air.velocity = -1,-1
air.hittime = 12

[State 3100, 10]
type = HitDef
trigger1 = AnimElem = 26
attr = S, HA
hitflag = MAF
animtype  = Hard
damage = 20, 10
guardflag = MA
pausetime = 5,4
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -113
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 60
ground.velocity = 1,-7
air.velocity = -4,-6
air.hittime = 60


[State 3100, 11]
type = VelSet
trigger1 = Time = 4
y = -3.5

[State 3100, 12]
type = StateTypeSet
trigger1 = Pos Y < -10
statetype = A
physics = A

[State 3100, 13]
type = PosSet
trigger1 = Pos Y > -7
trigger1 = time > 10
y = 0

[State 3100, 14]
type = VelSet
trigger1 = Pos Y > -7
trigger1 = Time >= 10
y = 0

[State 3100, 15]
type = VelSet
trigger1 = Time >= 4
x = 3

[State 3100, 16]
type = StateTypeSet
trigger1 = Pos Y > -7
trigger1 = Time >= 10
statetype = S
physics = S

[State 3100, 17]
type = VelSet
trigger1 = AnimTime = 0
x = 2
y = -8.5

[State 3100, 18]
type = VarSet
trigger1 = time = 0
var(3) = 0



[State 3100, 20]
type = ChangeState
trigger1 = AnimTime = 0
value = 31104
ctrl = 1

; Counter States
;; Pause
;[State 3100, 21]
;type = SuperPause
;trigger1 = PrevStateNo = [150, 153]
;trigger1 = Time = 0
;anim = S6090
;pos = 31, -68
;darken = 1
;time = 15
;movetime = 15


;---------------------------------------------------------------------------
; Air Combo
[Statedef 31104]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd = 0
ctrl = 0
anim = 3110
sprpriority = 2

[State 3110, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 13
value = 0, 3

[State 3110, 2]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
value = 4, 2

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3110, 4]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
attr = S, HA
hitflag = MAF
animtype = Hard
damage = 20, 10
guardflag = MA
pausetime = 5,4
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -75
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -4,-5
guard.velocity = -6
air.velocity = -1,-4
air.hittime = 30
fall = 1



[State 3110, 6]
type = VarSet
trigger1 = Var(3) = 4
var(4) = 1

[State 3110, 7]
type = VelSet
trigger1 = AnimElem = 16
trigger1 = Var(3) > 0
y = -7

[State 3110, 8]
type = ChangeState
trigger1 = AnimElem = 16
trigger1 = Var(3) > 0
value = 0


;---------------------------------------------------------------------------
; Air Combo - Extra Hits for mashing
[Statedef 3120]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd = 0
ctrl = 0
anim = 3120
sprpriority = 2

[State 3120, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

[State 3110, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4, 2

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3120, 4]
type = HitDef
triggerall = AnimElem = 4
trigger1 = Var(3) > 0
trigger2 = Var(4) = 0
attr = S, HA
hitflag = MAF
animtype = Hard
damage = 10, 4
guardflag = MA
pausetime = 5,4
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -75
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -4,-5
guard.velocity = -6
air.velocity = -1,-6
air.hittime = 30

[State 3120, 5]
type = HitDef
trigger1 = Var(3) = 0
trigger1 = Var(4) = 1
trigger1 = AnimElem = 4
attr = S, HA
hitflag = MAF
animtype = Hard
damage = 10, 4
guardflag = MA
pausetime = 0,4
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -75
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 40
ground.hittime  = 30
ground.velocity = -6,-5
guard.velocity = -6
air.velocity = -6,-2
air.hittime = 30

[State 3120, 6]
type = VarAdd
triggerall = Var(3) > 0
trigger1 = Time = 0
var(3) = -1

[State 3120, 7]
type = VelSet
trigger1 = AnimElem = 6
trigger1 = Var(3) > 0
y = -7

[State 3120, 8]
type = VarSet
triggerall = Var(3) = 0
trigger1 = AnimElem = 7
var(4) = 0

[State 3120, 9]
type = Pause
triggerall = Var(4) = 1
triggerall = Var(3) = 0
trigger1 = MoveHit
time = 25
movetime = 0
persistent = 0

[State 3120, 10]
type = ChangeState
trigger1 = AnimElem = 6
trigger1 = Var(3) > 0
value = 3120

;---------------------------------------------------------------------------
; Giga Tornado
;---------------------------------------------------------------------------
; Cody
; Making the Tornado
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd = -2000
ctrl = 0
anim = 3200
sprpriority = 0

[State 3200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6, 0

[State 3200, 2]
type = SuperPause
trigger1 = time = 0
time = 38
anim = 100
pos = -41, -64
darken = 1
poweradd = ifelse(Var(6) > 0, -10000, 0)
sound = S2,1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20
[State 3200, 6]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 10

[State 3200, 7]
type = HitDef
trigger1 = Time = 0
attr = S, SA
hitflag = MAF
animtype  = Hard
damage    = 25, 2
guardflag = MA
pausetime = 4,3
priority = 9, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -3, -108
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 40
ground.velocity = -10,0
air.velocity = -10,-2
air.hittime = 12

[State 3200, 8]
type = Helper
trigger1 = Time = 1
name = "Giga Tornado 1"
id = 3200
pos = 49, 0
stateno = 3210
helpertype = normal
keyctrl = 0
ownpal = 1

;[State 3200, 9]
;type = Helper
;trigger1 = Time = 1
;name = "Giga Tornado 2"
;id = 3201
;pos = 98, 0
;stateno = 3210
;helpertype = normal
;keyctrl = 0
;ownpal = 1

;[State 3200, 10]
;type = Helper
;trigger1 = AnimElem = 4, 32
;name = "Giga Tornado 3"
;id = 3202
;pos = 49, -150
;stateno = 3220
;helpertype = normal
;keyctrl = 0
;ownpal = 1

;[State 3200, 11]
;type = Helper
;trigger1 = AnimElem = 4, 32
;name = "Giga Tornado 4"
;id = 3203
;pos = 98, -150
;stateno = 3220
;helpertype = normal
;keyctrl = 0
;ownpal = 1

[State 3200, 12]
type = ChangeState
trigger1 = Time > 60
trigger1 = NumHelper(3200) = 0
trigger1 = NumHelper(3201) = 0
trigger1 = NumHelper(3202) = 0
trigger1 = NumHelper(3203) = 0
value = 3230
ctrl = 0

; Counter States
;; Pause
;[State 3200, 13]
;type = SuperPause
;trigger1 = PrevStateNo = [150, 153]
;trigger1 = Time = 0
;anim = S6090
;pos = 31, -68
;darken = 1
;time = 15
;movetime = 15

;---------------------------------------------------------------------------
; Giga Tornado
;---------------------------------------------------------------------------
; Cody
; Making the Tornado
[Statedef 320011]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd = -3000
ctrl = 0
anim = 3200
sprpriority = 0

[State 3200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6, 0

[State 3200, 2]
type = SuperPause
trigger1 = time = 0
time = 38
anim = 100
pos = -41, -64
darken = 1
poweradd = ifelse(Var(6) > 0, -10000, 0)
sound = S2,1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20
[State 3200, 6]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 10

[State 3200, 7]
type = HitDef
trigger1 = Time = 0
attr = S, SA
hitflag = MAF
animtype  = Hard
damage    = 30, 3
guardflag = MA
pausetime = 4,3
priority = 12, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -3, -108
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 40
ground.velocity = -10,0
air.velocity = -10,-2
air.hittime = 12

[State 3200, 8]
type = Helper
trigger1 = Time = 1
name = "Giga Tornado 1"
id = 3200
pos = 49, 0
stateno = 321011
helpertype = normal
keyctrl = 0
ownpal = 1

;[State 3200, 9]
;type = Helper
;trigger1 = Time = 1
;name = "Giga Tornado 2"
;id = 3201
;pos = 98, 0
;stateno = 3210
;helpertype = normal
;keyctrl = 0
;ownpal = 1

;[State 3200, 10]
;type = Helper
;trigger1 = AnimElem = 4, 32
;name = "Giga Tornado 3"
;id = 3202
;pos = 49, -150
;stateno = 3220
;helpertype = normal
;keyctrl = 0
;ownpal = 1

;[State 3200, 11]
;type = Helper
;trigger1 = AnimElem = 4, 32
;name = "Giga Tornado 4"
;id = 3203
;pos = 98, -150
;stateno = 3220
;helpertype = normal
;keyctrl = 0
;ownpal = 1

[State 3200, 12]
type = ChangeState
trigger1 = Time > 89
trigger1 = NumHelper(3200) = 0
trigger1 = NumHelper(3201) = 0
trigger1 = NumHelper(3202) = 0
trigger1 = NumHelper(3203) = 0
value = 323011
ctrl = 0

; Counter States
;; Pause
;[State 3200, 13]
;type = SuperPause
;trigger1 = PrevStateNo = [150, 153]
;trigger1 = Time = 0
;anim = S6090
;pos = 31, -68
;darken = 1
;time = 15
;movetime = 15

;---------------------------------------------------------------------------
; Giga Tornado
;---------------------------------------------------------------------------
; Cody
; Making the Tornado
[Statedef 3200111]
type    = S
movetype= A
physics = S
juggle  = 9
poweradd = -1000
ctrl = 0
anim = 3200
sprpriority = 0

[State 3200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6, 0

[State 3200, 2]
type = SuperPause
trigger1 = time = 0
time = 38
anim = 100
pos = -41, -64
darken = 1
poweradd = ifelse(Var(6) > 0, -10000, 0)
sound = S2,1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20
[State 3200, 6]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 10

[State 3200, 7]
type = HitDef
trigger1 = Time = 0
attr = S, SA
hitflag = MAF
animtype  = Hard
damage    = 20, 7
guardflag = MA
pausetime = 4,3
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -3, -108
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -10,0
air.velocity = -10,-2
air.hittime = 10

[State 3200, 8]
type = Helper
trigger1 = Time = 1
name = "Giga Tornado 1"
id = 3200
pos = 49, 0
stateno = 3210111
helpertype = normal
keyctrl = 0
ownpal = 1

;[State 3200, 9]
;type = Helper
;trigger1 = Time = 1
;name = "Giga Tornado 2"
;id = 3201
;pos = 98, 0
;stateno = 3210111
;helpertype = normal
;keyctrl = 0
;ownpal = 1

;[State 3200, 10]
;type = Helper
;trigger1 = AnimElem = 4, 32
;name = "Giga Tornado 3"
;id = 3202
;pos = 49, -150
;stateno = 3220
;helpertype = normal
;keyctrl = 0
;ownpal = 1

;[State 3200, 11]
;type = Helper
;trigger1 = AnimElem = 4, 32
;name = "Giga Tornado 4"
;id = 3203
;pos = 98, -150
;stateno = 3220
;helpertype = normal
;keyctrl = 0
;ownpal = 1

[State 3200, 12]
type = ChangeState
trigger1 = Time > 30
trigger1 = NumHelper(3200) = 0
trigger1 = NumHelper(3201) = 0
trigger1 = NumHelper(3202) = 0
trigger1 = NumHelper(3203) = 0
value = 3230111
ctrl = 0

; Counter States
;; Pause
;[State 3200, 13]
;type = SuperPause
;trigger1 = PrevStateNo = [150, 153]
;trigger1 = Time = 0
;anim = S6090
;pos = 31, -68
;darken = 1
;time = 15
;movetime = 15

;---------------------------------------------------------------------------
; Cody
; Recovering
[Statedef 3230]
type    = S
movetype= I
physics = S
juggle  = 3
;poweradd = 0
ctrl = 0
anim = 3210
sprpriority = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3230, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Cody
; Recovering
[Statedef 323011]
type    = S
movetype= I
physics = S
juggle  = 3
;poweradd = 0
ctrl = 0
anim = 321011
sprpriority = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3230, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Cody
; Recovering
[Statedef 3230111]
type    = S
movetype= I
physics = S
juggle  = 3
;poweradd = 0
ctrl = 0
anim = 3210111
sprpriority = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3230, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; Giga Tornado itself
; Floor Tornado
[Statedef 3210]
type    = S
movetype= A
physics = S
juggle  = 0
;poweradd = 0
ctrl = 0
velset = 0,0
anim = 40110;4050
sprpriority = 2

[State 3210, 1]
type = PlaySnd
trigger1 = Time = 0 ;TimeMod = 14, 1
value = 2, 10

[State 3210, 2]
type = PlaySnd
trigger1 = TimeMod = 14, 1
value = 2, 4

[State 3210, 3]
type = HitDef
triggerall = IsHelper(3200)
triggerall = TimeMod = 6, 1
trigger1 = UniqHitCount < 7
trigger1 = Parent, Var(7) < 5
attr = S, HA
hitflag = MAF
animtype  = Hard
damage    = 25, 5
guardflag = MA
pausetime = 4,3
priority = 9, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -3, -92
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-5
air.velocity = -4,-5
air.hittime = 12
fall = 1

[State 3210, 4]
type = HitDef
triggerall = IsHelper(3201)
triggerall = TimeMod = 6, 1
trigger1 = UniqHitCount < 5
trigger1 = Parent, Var(8) < 5
attr = S, HA
hitflag = MAF
animtype  = Hard
damage    = 23, 5
guardflag = MA
pausetime = 4,3
priority = 9, Hit
sparkno = 3
;guard.sparkno = S6060
sparkxy = -3, -92
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 4,-5
air.velocity = 4,-5
air.hittime = 12
;guard.velocity = 
fall = 1

[State 3210, 5]
type = ParentVarAdd
triggerall = IsHelper(3200)
triggerall = Time > 3
trigger1 = P2StateNo = 150
trigger2 = P2StateNo = 152
trigger3 = P2StateNo = 154
var(7) = 1
persistent = 1

[State 3210, 6]
type = ParentVarAdd
triggerall = IsHelper(3201)
triggerall = Time > 3
trigger1 = P2StateNo = 150
trigger2 = P2StateNo = 152
trigger3 = P2StateNo = 154
var(8) = 1
persistent = 1

[State 3210, 7]
type = BindToRoot
trigger1 = IsHelper(3200)
pos = 49, 0
time = -1

[State 3210, 8]
type = BindToRoot
trigger1 = IsHelper(3201)
pos = 98, 0
time = -1

;[State 3210, 9]
;type = Projectile
;trigger1 = Time = 0
;projanim = 4010;4054
;projhitanim = -1
;projremovetime = 84
;offset = 0, 0
;velocity = 0, 0
;remvelocity = 0, 0
;projpriority = 7

[State 3220, 4]
type = ParentVarAdd
triggerall = Time > 3
trigger1 = P2StateNo = 150
trigger2 = P2StateNo = 152
trigger3 = P2StateNo = 154
var(9) = 1
persistent = 1

[State 3220, 5]
type = ParentVarAdd
triggerall = Time > 3
trigger1 = P2StateNo = 150
trigger2 = P2StateNo = 152
trigger3 = P2StateNo = 154
var(10) = 1
persistent = 1

[State 3220, 6]
type = BindToRoot
trigger1 = IsHelper(3202)
pos = 49, -140
time = -1

[State 3220, 7]
type = BindToRoot
trigger1 = IsHelper(3203)
pos = 98, -140
time = -1

[State 3210, 10]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root, MoveType = H

;---------------------------------------------------------------------------
; Giga Tornado itself
; Floor Tornado
[Statedef 321011]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd = 0
ctrl = 0
velset = 0,0
anim = 4011011;4050
sprpriority = 2

[State 3210, 1]
type = PlaySnd
trigger1 = Time = 0 ;TimeMod = 14, 1
value = 2, 10

[State 3210, 2]
type = PlaySnd
trigger1 = TimeMod = 14, 1
value = 2, 4

[State 3210, 3]
type = HitDef
triggerall = IsHelper(3200)
triggerall = TimeMod = 6, 1
trigger1 = UniqHitCount < 7
trigger1 = Parent, Var(7) < 5
attr = S, HA
hitflag = MAF
animtype  = Hard
damage    = 30, 5
guardflag = MA
pausetime = 4,3
priority = 11, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -3, -92
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-5
air.velocity = -4,-5
air.hittime = 12
fall = 1

[State 3210, 4]
type = HitDef
triggerall = IsHelper(3201)
triggerall = TimeMod = 6, 1
trigger1 = UniqHitCount < 5
trigger1 = Parent, Var(8) < 5
attr = S, HA
hitflag = MAF
animtype  = Hard
damage    = 29, 5
guardflag = MA
pausetime = 4,3
priority = 11, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -3, -92
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 4,-5
air.velocity = 4,-5
air.hittime = 12
;guard.velocity = 
fall = 1

[State 3210, 5]
type = ParentVarAdd
triggerall = IsHelper(3200)
triggerall = Time > 3
trigger1 = P2StateNo = 150
trigger2 = P2StateNo = 152
trigger3 = P2StateNo = 154
var(7) = 1
persistent = 1

[State 3210, 6]
type = ParentVarAdd
triggerall = IsHelper(3201)
triggerall = Time > 3
trigger1 = P2StateNo = 150
trigger2 = P2StateNo = 152
trigger3 = P2StateNo = 154
var(8) = 1
persistent = 1

[State 3210, 7]
type = BindToRoot
trigger1 = IsHelper(3200)
pos = 49, 0
time = -1

[State 3210, 8]
type = BindToRoot
trigger1 = IsHelper(3201)
pos = 98, 0
time = -1

;[State 3210, 9]
;type = Projectile
;trigger1 = Time = 0
;projanim = 4010;4054
;projhitanim = -1
;projremovetime = 84
;offset = 0, 0
;velocity = 0, 0
;remvelocity = 0, 0
;projpriority = 7

[State 3220, 4]
type = ParentVarAdd
triggerall = Time > 3
trigger1 = P2StateNo = 150
trigger2 = P2StateNo = 152
trigger3 = P2StateNo = 154
var(9) = 1
persistent = 1

[State 3220, 5]
type = ParentVarAdd
triggerall = Time > 3
trigger1 = P2StateNo = 150
trigger2 = P2StateNo = 152
trigger3 = P2StateNo = 154
var(10) = 1
persistent = 1

[State 3220, 6]
type = BindToRoot
trigger1 = IsHelper(3202)
pos = 49, -140
time = -1

[State 3220, 7]
type = BindToRoot
trigger1 = IsHelper(3203)
pos = 98, -140
time = -1

[State 3210, 10]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root, MoveType = H

;---------------------------------------------------------------------------
; Giga Tornado itself
; Floor Tornado
[Statedef 3210111]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd = 0
ctrl = 0
velset = 0,0
anim = 40110111;4050
sprpriority = 2

[State 3210, 1]
type = PlaySnd
trigger1 = Time = 0 ;TimeMod = 14, 1
value = 2, 10

[State 3210, 2]
type = PlaySnd
trigger1 = TimeMod = 14, 1
value = 2, 4

[State 3210, 3]
type = HitDef
triggerall = IsHelper(3200)
triggerall = TimeMod = 6, 1
trigger1 = UniqHitCount < 7
trigger1 = Parent, Var(7) < 5
attr = S, HA
hitflag = MAF
animtype  = Hard
damage    = 14, 5
guardflag = MA
pausetime = 4,3
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -3, -92
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-5
air.velocity = -4,-5
air.hittime = 12
fall = 1

[State 3210, 4]
type = HitDef
triggerall = IsHelper(3201)
triggerall = TimeMod = 6, 1
trigger1 = UniqHitCount < 5
trigger1 = Parent, Var(8) < 5
attr = S, HA
hitflag = MAF
animtype  = Hard
damage    = 14, 5
guardflag = MA
pausetime = 4,3
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -3, -92
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 4,-5
air.velocity = 4,-5
air.hittime = 12
;guard.velocity = 
fall = 1

[State 3210, 5]
type = ParentVarAdd
triggerall = IsHelper(3200)
triggerall = Time > 3
trigger1 = P2StateNo = 150
trigger2 = P2StateNo = 152
trigger3 = P2StateNo = 154
var(7) = 1
persistent = 1

[State 3210, 6]
type = ParentVarAdd
triggerall = IsHelper(3201)
triggerall = Time > 3
trigger1 = P2StateNo = 150
trigger2 = P2StateNo = 152
trigger3 = P2StateNo = 154
var(8) = 1
persistent = 1

[State 3210, 7]
type = BindToRoot
trigger1 = IsHelper(3200)
pos = 49, 0
time = -1

[State 3210, 8]
type = BindToRoot
trigger1 = IsHelper(3201)
pos = 98, 0
time = -1

;[State 3210, 9]
;type = Projectile
;trigger1 = Time = 0
;projanim = 4010;4054
;projhitanim = -1
;projremovetime = 84
;offset = 0, 0
;velocity = 0, 0
;remvelocity = 0, 0
;projpriority = 7

[State 3220, 4]
type = ParentVarAdd
triggerall = Time > 3
trigger1 = P2StateNo = 150
trigger2 = P2StateNo = 152
trigger3 = P2StateNo = 154
var(9) = 1
persistent = 1

[State 3220, 5]
type = ParentVarAdd
triggerall = Time > 3
trigger1 = P2StateNo = 150
trigger2 = P2StateNo = 152
trigger3 = P2StateNo = 154
var(10) = 1
persistent = 1

[State 3220, 6]
type = BindToRoot
trigger1 = IsHelper(3202)
pos = 49, -140
time = -1

[State 3220, 7]
type = BindToRoot
trigger1 = IsHelper(3203)
pos = 98, -140
time = -1

[State 3210, 10]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root, MoveType = H
;---------------------------------------------------------------------------
; Giga Tornado itself
; Aerial Tornado
[Statedef 3220]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd = 0
ctrl = 0
velset = 0,0
anim = 4010;4051
sprpriority = 2

[State 3220, 1]
type = PlaySnd
trigger1 = TimeMod = 14, 1
value = 2, 4

[State 3220, 2]
type = HitDef
triggerall = IsHelper(3202)
triggerall = TimeMod = 6, 1
trigger1 = UniqHitCount < 5
trigger1 = Parent, Var(9) < 5
attr = S, HA
hitflag = MAF
animtype  = Hard
damage    = 14, 5
guardflag = MA
pausetime = 4,3
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -3, -92
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 4,-5
air.velocity = 4,-5
air.hittime = 12
fall = 1

[State 3220, 3]
type = HitDef
triggerall = IsHelper(3203)
triggerall = TimeMod = 6, 1
trigger1 = UniqHitCount < 5
trigger1 = Parent, Var(10) < 5
attr = S, HA
hitflag = MAF
animtype  = Hard
damage    = 14, 5
guardflag = MA
pausetime = 4,3
priority = 7, Hit
sparkno = 3
guard.sparkno = 41
sparkxy = -3, -92
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-5
air.velocity = -4,-5
air.hittime = 12
fall = 1

[State 3220, 4]
type = ParentVarAdd
triggerall = Time > 3
trigger1 = P2StateNo = 150
trigger2 = P2StateNo = 152
trigger3 = P2StateNo = 154
var(9) = 1
persistent = 1

[State 3220, 5]
type = ParentVarAdd
triggerall = Time > 3
trigger1 = P2StateNo = 150
trigger2 = P2StateNo = 152
trigger3 = P2StateNo = 154
var(10) = 1
persistent = 1

[State 3220, 6]
type = BindToRoot
trigger1 = IsHelper(3202)
pos = 49, -140
time = -1

[State 3220, 7]
type = BindToRoot
trigger1 = IsHelper(3203)
pos = 98, -140
time = -1

;[State 3220, 8]
;type = Projectile
;trigger1 = Time = 0
;projanim = 4010;4055
;projhitanim = -1
;projremovetime = 63
;offset = 0, 0
;velocity = 0, 0
;remvelocity = 0, 0
;projpriority = 7

[State 3220, 9]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root, MoveType = H



;---------------------------------------------------------------------------
; Psycho Uken
;---------------------------------------------------------------------------
; Cody
; Making and throwing the knives (Stand)
[Statedef 3400]
type    = S
movetype= I
physics = S
juggle  = 5
;poweradd = 0
ctrl = 0
anim = 3400
sprpriority = 0

[State 3400, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2, 6

[State 3400, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6, 8

[State 3400, 2]
type = SuperPause
trigger1 = AnimElem = 4
time = 38
anim = 100
pos = 11, -100
darken = 1
poweradd = -3000
sound = S2,1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3400, 3]
type = Helper
trigger1 = Time = 4
name = "Uken 1"
id = 3450
pos = -19, -53
stateno = 3450
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3400, 4]
type = Explod
trigger1 = time = 1
anim = 4084
id = 4084
postype = P1
pos = -19, -53
ontop = 1
ownpal = 1

[State 3400, 5]
type = Helper
trigger1 = Time = 6
name = "Uken 2"
id = 3451
pos = -51, -68
stateno = 3450
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3400, 6]
type = Explod
trigger1 = time = 3
anim = 4084
id = 4084
postype = P1
pos = -51, -68
ontop = 1
ownpal = 1

[State 3400, 7]
type = Helper
trigger1 = Time = 9
name = "Uken 3"
id = 3452
pos = -22, -28
stateno = 3450
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3400, 8]
type = Explod
trigger1 = time = 6
anim = 4084
id = 4084
postype = P1
pos = -22, -28
ontop = 1
ownpal = 1

[State 3400, 9]
type = Helper
trigger1 = Time = 12
name = "Uken 4"
id = 3453
pos = -38, -38
stateno = 3450
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3400, 10]
type = Explod
trigger1 = time = 9
anim = 4084
id = 4084
postype = P1
pos = -38, -38
ontop = 1
ownpal = 1

[State 3400, 9]
type = Helper
trigger1 = AnimElem = 7, 2
name = "Uken 5"
id = 3454
pos = 61, -87
stateno = 3451
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3400, 11]
type = Explod
trigger1 = AnimElem = 2
anim = 4084
id = 4084
postype = P1
pos = -31, -86
ontop = 1
ownpal = 1

[State 3400, 12]
type = ChangeState
triggerall = Time > 68
trigger1 = Helper(3450), StateNo = 3452
trigger2 = Helper(3451), StateNo = 3452
trigger3 = Helper(3452), StateNo = 3452
trigger4 = Helper(3453), StateNo = 3452
trigger5 = Helper(3454), StateNo = 3452
value = 3420
ctrl = 0

[State 3400, 13]
type = ChangeState
trigger1 = Time = 70
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Cody
; Making and throwing the knives (Air)
[Statedef 3410]
type    = A
movetype= I
physics = A
juggle  = 5
;poweradd = 0
ctrl = 0
anim = 3410
sprpriority = 0

[State 3400, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6, 8

[State 3410, 2]
type = SuperPause
trigger1 = AnimElem = 4
time = 38
anim = 100
pos = 22, -106
darken = 1
poweradd = -3000
sound = S2,1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3410, 3]
type = Helper
trigger1 = Time = 8
name = "Uken 1"
id = 3450 + (var(13)*10)
pos = 31, -121
stateno = 3450
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3410, 4]
type = Explod
trigger1 = time = 5
anim = 4084
id = 4084
postype = P1
pos = 31, -121
ontop = 1
ownpal = 1

[State 3410, 5]
type = Helper
trigger1 = Time = 6
name = "Uken 2"
id = 3451 + (var(13)*10)
pos = -12, -100
stateno = 3450
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3410, 6]
type = Explod
trigger1 = time = 3
anim = 4084
id = 4084
postype = P1
pos = -12, -100
ontop = 1
ownpal = 1

[State 3410, 7]
type = Helper
trigger1 = Time = 9
name = "Uken 3"
id = 3452 + (var(13)*10)
pos = 38, -85
stateno = 3450
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3410, 8]
type = Explod
trigger1 = time = 6
anim = 4084
id = 4084
postype = P1
pos = 38, -85
ontop = 1
ownpal = 1

[State 3410, 9]
type = Helper
trigger1 = Time = 12
name = "Uken 4"
id = 3453 + (var(13)*10)
pos = 3, -58
stateno = 3450
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3410, 10]
type = Explod
trigger1 = time = 9
anim = 4084
id = 4084
postype = P1
pos = 3, -58
ontop = 1
ownpal = 1

[State 3410, 11]
type = Helper
trigger1 = AnimElem = 4, 3
name = "Uken 5"
id = 3454 + (var(13)*10)
pos = 55, -77
stateno = 3451
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3410, 12]
type = Explod
trigger1 = AnimElem = 2
anim = 4084
id = 4084
postype = P1
pos = 12, -113
ontop = 1
ownpal = 1

[State 3410, 13]
type = Explod
trigger1 = AnimElem = 2
anim = 4081
id = 4081
postype = P1
pos = 17, -100
ontop = 0
ownpal = 1
removetime = 6
sprpriority = -2
bintime = -1

[State 3410, 14]
type = Explod
trigger1 = AnimElem = 3
anim = 4080
id = 4080
postype = P1
pos = 4, -126
ontop = 0
ownpal = 1
removetime = 5
sprpriority = -2
facing = -1
bintime = -1

[State 3410, 15]
type = VarSet
trigger1 = Time = 1
var(13) = 2

[State 3410, 16]
type = VarAdd
trigger1 = Var(13) = 2
trigger1 = Time = [3, 6]
trigger1 = Command = "holdfwd"
persistent = 0
var(13) = 1

[State 3410, 17]
type = VarAdd
trigger1 = Var(13) = 2
trigger1 = Time = [3, 6]
trigger1 = Command = "holdback"
persistent = 0
var(13) = -1

[State 3410, 18]
type = VelSet
trigger1 = AnimTime = 0
x = -2
y = -3

[State 3410, 19]
type = VelSet
trigger1 = AnimTime != 0
x = 0
y = 0

[State 3410, 20]
type = ChangeState
trigger1 = AnimTime = 0
value = 3411
ctrl = 1

;---------------------------------------------------------------------------
; Cody
; Exploding the knives
[Statedef 3411]
type    = A
movetype= I
physics = A
juggle  = 0
;poweradd = 0
ctrl = 0
sprpriority = 2

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3411, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 3411

;---------------------------------------------------------------------------
; Cody
; Exploding the knives
[Statedef 3420]
type    = S
movetype= I
physics = S
juggle  = 0
;poweradd = 0
ctrl = 0
velset = 0,0
anim = 3420
sprpriority = 2

[State 3420, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 6, 7

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3420, 4]
type = VarSet
trigger1 = AnimElem = 1
var(14) = 0

[State 3420, 5]
type = VarSet
trigger1 = AnimElem = 6
var(12) = 1

[State 3420, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Knives
; Waiting orders
[Statedef 3450]
type    = S
movetype= I
physics = S
juggle  = 0
;poweradd = 0
ctrl = 0
velset = 0,0
anim = 4085
sprpriority = 2

[State 3450, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2, 6

[State 3450, 6]
type = ChangeState
trigger1 = IsHelper(3450) 
trigger1 = Time = 25
trigger2 = IsHelper(3451) 
trigger2 = Time = 22
trigger3 = IsHelper(3452) 
trigger3 = Time = 19
trigger4 = IsHelper(3453) 
trigger4 = Time = 16
value = 3451

[State 3450, 7]
type = ChangeState
trigger1 = !IsHelper(3450) 
trigger1 = Time = 15
trigger2 = !IsHelper(3451) 
trigger2 = Time = 17
trigger3 = !IsHelper(3452) 
trigger3 = Time = 14
trigger4 = !IsHelper(3453) 
trigger4 = Time = 11
value = 3451

[State 3450, 8]
type = DestroySelf
trigger1 = Root, MoveType = H

;---------------------------------------------------------------------------
; Knives
; Attacking
[Statedef 3451]
type    = S
movetype= A
physics = S
juggle  = 0
;poweradd = 0
ctrl = 0
velset = 0,0
anim = (4080+(parent, var(13)))
sprpriority = 2

[State 3451, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 7

[State 3451, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
animtype  = Hard
damage = 0, 15
guardflag = MA
pausetime = 4,3
priority = 7, Hit
sparkno = 12
guard.sparkno = 41
sparkxy = -3, -1
hitsound = S1, 8
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-5
air.velocity = -4,-5
air.hittime = 12
p1stateno = 3452
p2stateno = 3455

[State 3451, 3]
type = VelSet
trigger1 = IsHelper(3450) 
trigger2 = IsHelper(3451) 
trigger3 = IsHelper(3452) 
trigger4 = IsHelper(3453) 
trigger5 = IsHelper(3454) 
x = 8

[State 3451, 4]
type = VelSet
trigger1 = IsHelper(3460) 
trigger2 = IsHelper(3461) 
trigger3 = IsHelper(3462) 
trigger4 = IsHelper(3463) 
trigger5 = IsHelper(3464) 
x = 3
y = 7

[State 3451, 5]
type = VelSet
trigger1 = IsHelper(3470) 
trigger2 = IsHelper(3471) 
trigger3 = IsHelper(3472) 
trigger4 = IsHelper(3473) 
trigger5 = IsHelper(3474) 
x = 6
y = 7

[State 3451, 6]
type = VelSet
trigger1 = IsHelper(3480) 
trigger2 = IsHelper(3481) 
trigger3 = IsHelper(3482) 
trigger4 = IsHelper(3483) 
trigger5 = IsHelper(3484) 
x = 9
y = 7

[State 3451, 7]
type = DestroySelf
trigger1 = Time = 100
trigger2 = MoveGuarded
trigger3 = Root, MoveType = H

[State 3451, 8]
type = ChangeState
trigger1 = Pos Y > -10
value = 3453

[State 3451, 9]
type = HitOverride
trigger1 = 1
attr = SCA, NA, NT, NP, SA, ST, SP, HA, HT, HP
stateno = 3454
time = -1

;---------------------------------------------------------------------------
; Knives
; Sticked
[Statedef 3452]
type    = S
movetype= A
physics = S
juggle  = 0
;poweradd = 0
ctrl = 0
velset = 0,0
anim = (4086+(parent, var(13)))
sprpriority = 2

[State 3452, 1]
type = ChangeAnim
trigger1 = Root, Var(12) = 1
trigger2 = Time = 100
persistent = 0
value = 4100

[State 3452, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
animtype  = Hard
damage = 50, 15
guardflag = MA
pausetime = 4,3
priority = 7, Hit
sparkno = 126
guard.sparkno = 41
sparkxy = -3, -1
hitsound = S2, 12 ;1, 4
guardsound = S2, 12 ;1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-5
air.velocity = -4,-5
air.hittime = 12
fall = 1
fall.recover = 0
numhits = 0

[State 3452, 3]
type = ParentVarAdd
trigger1 = Time = 0
trigger1 = Parent, Var(14) = 0
var(14) = 1

[State 3452, 7]
type = DestroySelf
trigger1 = Anim = 4100
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; Knives
; Sticked on the floor
[Statedef 3453]
type    = S
movetype= A
physics = S
juggle  = 0
;poweradd = 0
ctrl = 0
velset = 0,0
anim = (4086+(parent, var(13)))
sprpriority = 2

[State 3453, 1]
type = PlaySnd
trigger1 = Time = 15
value = 2, 12

[State 3453, 2]
type = ChangeAnim
trigger1 = Time = 13
persistent = 0
value = 4100

[State 3453, 3]
type = HitDef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
animtype  = Hard
damage = 30, 5
guardflag = MA
pausetime = 4,3
priority = 7, Hit
sparkno = 126
guard.sparkno = 41
sparkxy = -3, -1
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-5
air.velocity = -4,-5
air.hittime = 12
fall = 1
fall.recover = 0
affectteam = B

[State 3453, 7]
type = DestroySelf
trigger1 = Anim = 4100
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; Knives
; Disapear
[Statedef 3454]
type    = S
movetype= A
physics = S
juggle  = 0
;poweradd = 0
ctrl = 0
velset = 0,0
anim = (4086+(parent, var(13)))
sprpriority = 2

[State 3454, 7]
type = DestroySelf
trigger1 = Time = 0

;---------------------------------------------------------------------------
; Psycho Uken - P2
[Statedef 3455]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State 3455, 1]
type = ChangeAnim2
trigger1 = 1
value = 5001

[State 3455, 2]
type = PosAdd
trigger1 = Pos Y >= 0
trigger1 = Time = 0
y = -5

[State 3455, 3]
type = VelSet
trigger1 = Time = 110
x = -4
y = -5

[State 3455, 7]
type = SelfState
trigger1 = Time > 111
value = 5050

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

;---------------------------------------------------------------------------
; Tornado Storm
;---------------------------------------------------------------------------
; Making the first set of Tornadoes
[Statedef 3600]
type    = S
movetype= I
physics = S
juggle  = 5
poweradd = -1000
ctrl = 0
anim = 3600
sprpriority = 2

[State 3600, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
trigger3 = AnimElem = 15
value = 0, 2

[State 3600, 2]
type = PlaySnd
trigger1 = Time = 0
value = 6, 10

[State 3600, 3]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
trigger3 = AnimElem = 17
value = 4, 2

[State 3600, 4]
type = SuperPause
trigger1 = time = 0
time = 38
anim = 100
pos = -35, -61
darken = 1
poweradd = ifelse(Var(6) > 0, -10000, 0)
sound = S2,1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20
[State 3600, 7]
type = Helper
trigger1 = AnimElem = 5
name = "Tornado Maker 1"
id = 3630
pos = 73,0
stateno = 3630
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3600, 8]
type = Helper
trigger1 = AnimElem = 11
name = "Tornado Maker 2"
id = 3631
pos = 73,0
stateno = 3630
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3600, 9]
type = Helper
trigger1 = AnimElem = 17
name = "Tornado Maker 3"
id = 3632
pos = 73,0
stateno = 3630
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3600, 10]
type = VarSet
trigger1 = Time = 0
var(3) = 0

[State 3600, 11]
type = VarAdd
triggerall = Time > 3
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "z"
trigger4 = Command = "a"
trigger5 = Command = "b"
trigger6 = Command = "c"
var(3) = 1

[State 3600, 12]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Var(3) > 8
value = 3610
ctrl = 1

[State 3600, 13]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Var(3) <= 8
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Making the second set of Tornadoes
[Statedef 3610]
type    = S
movetype= I
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
anim = 3610
sprpriority = 2

[State 3610, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 3610, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 2

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3610, 4]
type = Helper
trigger1 = AnimElem = 4
name = "Tornado Maker 4"
id = 3633
pos = 73,0
stateno = 3630
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3610, 5]
type = VarAdd
triggerall = Time > 3
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "z"
trigger4 = Command = "a"
trigger5 = Command = "b"
trigger6 = Command = "c"
var(3) = 1

[State 3610, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Var(3) > 12
value = 3620
ctrl = 1

[State 3610, 8]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Var(3) <= 12
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Making the third set of Tornadoes
[Statedef 3620]
type    = S
movetype= I
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
anim = 3620
sprpriority = 2

[State 3620, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 3620, 2]
type = PlaySnd
trigger1 = Time = 1
value = 4, 2

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3620, 4]
type = Helper
trigger1 = AnimElem = 2, 3
name = "Tornado Maker 5"
id = 3634
pos = 73,0
stateno = 3630
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3620, 5]
type = VarSet
trigger1 = Time = 0
var(3) = 1

[State 3620, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Helpers
; Tornado Maker
[Statedef 3630]
type    = S
movetype= I
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
anim = 4060
sprpriority = 2

[State 3630, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2, 11

[State 3630, 2]
type = Null ;PlaySnd
trigger1 = Time = 1
value = 4, 2

[State 3630, 3]
type = Projectile
trigger1 = TimeMod = 26, 3
projID = 3630
projanim = 4061   
projhitanim = -1
offset = 0, 0
velocity = 0, 0
accel = 0, 0
projremovetime = 28
projremove = 0
remvelocity = 0, 0
hitflag = MAF
attr = S, HP
damage = 20,5
guardflag = MA
pausetime = 0, 9
sparkno = 3
guard.sparkno = 41
sparkxy = 0, -1
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 15
ground.hittime = 30
ground.velocity = -2, 0
air.velocity = -1, -2
air.hittime = 30
air.juggle = 1

[State 3630, 4]
type = VelSet
trigger1 = 1
x = 2.6

[State 3630, 5]
type = Explod
trigger1 = ProjHit3630 = 1
anim = 6020
id = 3630
postype = P2
pos = 22, -70
ontop = 1
ownpal = 1
persistent = 0

[State 3630, 6]
type = Explod
trigger1 = ProjGuarded3630 = 1
anim = 6050
id = 3630
postype = P2
pos = 22, -70
ontop = 1
ownpal = 1
persistent = 0

[State 3630, 7]
type = DestroySelf
trigger1 = Time = 220

;---------------------------------------------------------------------------
; Shin Cody
; Custom Combo Activation - Floor
[Statedef 3700]
type    = S
movetype= I
physics = S
juggle  = 1
poweradd = 0
ctrl = 0
velset = 0,0
anim = 3700
sprpriority = 2

[State 3700, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6, 0

[State 3700, 2]
type = SuperPause
trigger1 = Time = 0
time = 33
anim = 100
pos = 2, -83
darken = 1
poweradd = 0
sound = S2, 3

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3700, 4]
type = VarSet
trigger1 = Time = 0
var(6) = 1

[State 3700, 5]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3700, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Shin Cody
; Custom Combo Activation - Air
[Statedef 3710]
type    = A
movetype= I
physics = A
juggle  = 1
poweradd = 0
ctrl = 0
anim = 3710
sprpriority = 2

[State 3710, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6, 0

[State 3710, 2]
type = SuperPause
trigger1 = Time = 0
time = 33
anim = 100
pos = 22, -105
darken = 1
poweradd = 0
sound = S2, 3

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3710, 4]
type = VarSet
trigger1 = AnimElem = 1
var(6) = 1

[State 3710, 5]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3710, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Transform
;---------------------------------------------------------------------------
; Normal Cody
[Statedef 4000]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 3900
sprpriority = 2

[State 4000, 1]
type = PlaySnd
trigger1 = Time = 0
value = 5, 1

[State 4000, 2]
type = VarSet
trigger1 = AnimElem = 3
var(5) = 0

[State 4000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Evil Blade Cody
[Statedef 4100]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 3900
sprpriority = 2

[State 4100, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6, 8

[State 4100, 2]
type = VarSet
trigger1 = AnimElem = 3
var(5) = 1

[State 4100, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Shin Cody
[Statedef 4200]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 3900
sprpriority = 2

[State 4200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6, 10

[State 4200, 2]
type = VarSet
trigger1 = AnimElem = 3
var(5) = 2

[State 4200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[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

[State 0, 4]
type = ChangeAnim
trigger1 = PrevStateNo = 3400
trigger1 = Time = 0
value = 3401

[State 0, 5]
type = CtrlSet
trigger1 = RoundState = [0, 1]
value = 0

[State 0, 6]
type = VarSet
trigger1 = var(7) != 0
var(7) = 0

[State 0, 7]
type = VarSet
trigger1 = var(12) = 1
var(12) = 0

[State 0, 8]
type = VarSet
trigger1 = var(13) != 0
var(13) = 0

;---------------------------------------------------------------------------
; Stand Turn
[Statedef 1]
type    = S
physics = S
sprpriority = 0
anim = 5

[State 1, 1]
type = Turn
trigger1 = Time = 0

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

;---------------------------------------------------------------------------
; Crouch Turn
[Statedef 2]
type    = C
physics = C
sprpriority = 0
anim = 6

[State 2, 1]
type = Turn
trigger1 = Time = 0

[State 2, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 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 > 0
trigger1 = SelfAnimExist(anim + 3)
trigger1 = PrevStateNo != [600, 650]
persistent = 0
value = Anim + 3

[State 50, 4]
type = ChangeAnim
trigger1 = PrevStateNo = [600, 650]
persistent = 0
value = ifelse((vel x)=0, 44, ifelse((vel x)>0, 45, 46))

[State 50, 4]
type = ChangeAnim
trigger1 = PrevStateNo = 905
persistent = 0
value = 906

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

[State 52, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2, 9

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

[State 52, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 5]
type = ChangeState
trigger1 = Var(14) = 1
value = 3420

[State 52, 6]
type = ChangeState
trigger1 = PrevStateNo = 3565
value = 185

[State 52, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1
ctrl = 0

[State 100, 1]
type = VelSet
trigger1 = 1; Time = 0
x = const(velocity.run.fwd.x)

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

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

[State 100, 7]
type = ChangeState
trigger1 = Time = 22
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; RUN_FWD (Out of screen)
[Statedef 101]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 101, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 101, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 101, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 101, 4]
type = VarSet
trigger1 = BackEdgeDist >= 40
var(1) = 0

[State 101, 5]
type = ChangeState
trigger1 = Var(1) = 0
value = 0
ctrl = 1

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

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

[State 105, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 105, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 105, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 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 = 1
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
triggerall = Var(2) = 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

[State 5050, 7]
type = VarSet
trigger1 = Command = "Bad Spray"
var(2) = 1

[State 5050, 8]
type = ChangeState
triggerall = Var(2) != 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
value = 1300

;---------------------------------------------------------------------------
; Dizzy State
[Statedef 5300]
type    = S
movetype= H
physics = N
velset = 0,0
anim = 5300

[State 5300, 1]
type = CtrlSet
trigger1 = 1
value = 0

[State 5300, 2]
type = PosSet
trigger1 = 1
y = 0

[State 5300, 7]
type = ChangeState
trigger1 = Time = 100
value = 5070
ctrl = 0

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

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundno = 1
value = 0
first = 1
last = 4

[State 5900, 2] ;Clear all int variables
type = VarRangeSet
trigger1 = roundno = 1
value = 0
first = 6
last = 10

[State 5900, 3] ;Clear all float variables
type = VarRangeSet
trigger1 = roundno = 1
fvalue = 0

[State 5900, 4] ;Set the Blanka Mode selected - Normal Blanka
type = VarSet
trigger1 = palno = [1, 6]
var(5) = 0

[State 5900, 5] ;Set the Blanka Mode selected - Rage Blanka
type = VarSet
trigger1 = palno = [7, 9]
var(5) = 1

[State 5900, 6] ;Set the Blanka Mode selected - Raiden Blanka
type = VarSet
trigger1 = palno = [10, 12]
var(5) = 2

[State 5900, 7] ;Intro
type = ChangeState
trigger1 = roundno = 1
value = 190

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

[State -2, 1]
type = ScreenBound
trigger1 = Var(1) = 1
value = 0

[State -2, 2]
type = VarSet
triggerall = Stateno != 101
trigger1 = BackEdgeDist >= 0
trigger1 = Pos Y >= -20
var(1) = 0

[State -2, 3]
type = ChangeState
triggerall = Stateno != 101
triggerall = Stateno != 3000
trigger1 = Var(1) = 1
trigger1 = StateType = S 
value = 101
ctrl = 0

[State -2, 4]
type = VarSet
triggerall = Var(3) != 0
trigger1 = StateNo = [1030, 1040]
trigger2 = MoveType = H
var(3) = 0

[State -2, 5]
type = VarRangeSet
trigger1 = StateNo = 0
value = 0
first = 7
last = 10

;-----------------------------------
; Cody Modes
;-----------------------------------
; Normal Cody
[State -2, 6]
type = PalFX
trigger1 = PalNo != [1, 6]
trigger1 = Var(5) = 0
trigger1 = TimeMod = 3, 1
time = 2
mul = 0, 192, 192

[State -2, 7]
type = PalFX
trigger1 = PalNo != [1, 6]
trigger1 = Var(5) = 0
trigger1 = TimeMod = 4, 2
time = 3
mul = 192, 192, 255

[State -2, 8]
type = AttackMulSet
trigger1 = Var(5) = 0
trigger2 = Var(5) = 1
trigger2 = StateNo = [200, 850]
trigger3 = Var(5) = 1
trigger3 = Stateno = 3300
trigger4 = Var(6) = 1
trigger4 = Stateno = [3000, 3600]
value = 1

[State -2, 9]
type = defenceMulSet
trigger1 = Var(5) = 0
value = 1

; Evil Blade Cody
[State -2, 10]
type = PalFX
trigger1 = PalNo != [7, 9]
trigger1 = Var(5) = 1
trigger1 = TimeMod = 3, 1
time = 2
mul = 192, 0, 192

[State -2, 11]
type = PalFX
trigger1 = PalNo != [7, 9]
trigger1 = Var(5) = 1
trigger1 = TimeMod = 4, 2
time = 3
mul = 100, 0, 100

[State -2, 12]
type = AttackMulSet
triggerall = Var(5) = 1
triggerall = StateNo != [200, 850]
trigger1 = Var(10) = 0
value = 1.2

[State -2, 13]
type = defenceMulSet
trigger1 = Var(5) = 1
value = 1.35

; Shin Cody
[State -2, 14]
type = PalFX
trigger1 = PalNo != [10, 12]
trigger1 = Var(5) = 2
trigger1 = TimeMod = 3, 1
time = 2
mul = 255, 255, 255

[State -2, 15]
type = PalFX
trigger1 = PalNo != [10, 12]
trigger1 = Var(5) = 2
trigger1 = TimeMod = 4, 2
time = 3
mul = 192, 192, 192

[State -2, 16]
type = AttackMulSet
trigger1 = Var(5) = 2
trigger1 = Var(6) = 0
value = 0.8

[State -2, 17]
type = DefenceMulSet
trigger1 = Var(5) = 2
trigger1 = Var(6) = 0
value = 0.8

;-----------------------------------
; Final Destruction(Dark Blade Cody)
;-----------------------------------
[State -2, 18]
type = AssertSpecial
trigger1 = Var(11) = 1
flag = NoAutoTurn

[State -2, 19]
type = VarSet
;triggerall = Var(14) != 0
trigger1 = MoveType = H
trigger2 = RoundState = 3
var(11) = 0

[State -2, 24]
type = AfterImageTime
trigger1 = Var(11) = 1
time = (NumHelper)+Var(11)
persistent = 1

[State -2, 5]
type = AfterImageTime
triggerall = StateNo != [3000, 3630]
trigger1 = Var(11) = 0
time = 1

;-------------
;COMBO COUNTER
;Kamek's Combo Counter code.
;-------------

[State -2, Set Up For Count]
type = VarSet
trigger1 = p2movetype = H
trigger1 = !Var(15)
v = 15
value = 1

[State -2, Keep Track Of Hit Count]
type = VarSet
trigger1 = UniqHitCount > 0
trigger1 = Var(15)
v = 16
value = UniqHitCount

[State -2, Add To Total Hit Count]
type = VarSet
triggerall = Var(15)
trigger1 = UniqHitCount < Var(16)
trigger2 = p2movetype != H
v = 17
value = Var(17) + Var(16)

[State -2, Add Helper Hits To Total Hit Count]
type = VarSet
triggerall = Var(15)
trigger1 = Var(19) != 0
trigger2 = p2movetype != H
v = 17
value = Var(17) + Var(19)

[State -2, Keep Track of Helper Hit Count]
type = VarSet
trigger1 = Var(19) != 0
trigger1 = Var(15)
v = 19
value = 0

[State -2, Projectile Hits]
type = VarSet
triggerall = Var(15)
trigger1 = ProjHit = 1
v = 17
value = Var(17) + 1

[State -2, Reset Current Hit Count]
type = VarSet
trigger1 = UniqHitCount < Var(16)
trigger1 = Var(15)
v = 16
value = UniqHitCount

[State -2, Combo Is Finished]
type = VarSet
trigger1 = p2movetype != H
trigger1 = Var(15)
v = 16
value = 0

[State -2, Reset]
type = VarSet
triggerall = Var(15)
trigger1 = p2movetype != H
;trigger1 = p2stateno != [5000,5999]
v = 15
value = 0

[State -2, Reset]
type = VarSet
trigger1 = !NumHelper(9990)
trigger1 = !Var(15)
trigger1 = Var(17) > 0
v = 17
value = 0

;-----------------------------------
; Custom Combo
;-----------------------------------
[State -2, 22]
type = AssertSpecial
trigger1 = Var(6) = 1
flag = NoJuggleCheck
persistent = 1

[State -2, 23]
type = AfterImageTime
triggerall = StateNo != [3000, 3630]
trigger1 = Var(6) = 0
trigger1 = Var(11) != 1
trigger2 = RoundState = 3
time = 1

[State -2, 24]
type = AfterImageTime
trigger1 = Var(6) = 1
time = power
persistent = 1

; Finishing Custom Combo
[State -2, 25]
type = VarSet
triggerall = var(6) != 0
triggerall = StateNo != [3700, 3730]
trigger1 = Power <= 0
trigger2 = command = "Taunt"
trigger3 = RoundState = 3
trigger4 = MoveType = H
trigger4 = Time = 1
var(6) = 0

; Losing half of the super meter
[State -2, 26]
type = PowerAdd
triggerall = var(6) != 0
trigger1 = MoveType = H
trigger1 = Time = 0
value = -1500

; Custom Combo
[State -2, 27]
type = AttackMulSet
trigger1 = var(6) = 1
trigger1 = Stateno != [3000, 3600]
value = 0.6

[State -2, 28]
type = AttackMulSet
trigger1 = var(6) = 1
trigger1 = var(17) > 8
trigger1 = Stateno = [1000, 1500]
trigger1 = Stateno != [3000, 3600]
value = 0.1

[State -2, 29]
type = AttackMulSet
trigger1 = var(6) = 1
trigger1 = var(17) > 8
trigger1 = Stateno = [200, 850]
trigger1 = Stateno != [3000, 3600]
value = 0.2

[State -2, 30]
type = DefenceMulSet
trigger1 = var(6) = 1
value = 1.1

[State -2, 31]
type = PowerAdd
triggerall = StateNo != [3500, 3530]
trigger1 = var(6) = 1
value = -9






[State -2, 16]
type = DisplayToClipboard
trigger1 = 1
text = "Var(13) %d.Var(14) = %d.Var(9) = %d.ScreenPos X = %.2f.\n .P2Dist X = %.0f"
params = var(13),var(14),Var(9),ScreenPos X, P2Dist X

;Sounds
;Hit sounds
[State -3, 17]
type = PlaySnd
triggerall = Time = 0
trigger1 = Anim = 5000
trigger2 = Anim = 5010
value = 10, 0

[State -3, 18]
type = PlaySnd
triggerall = Time = 0
trigger1 = Anim = 5001
trigger2 = Anim = 5011
value = 10, 1

[State -3, 19]
type = PlaySnd
triggerall = Time = 0
trigger1 = Anim = 5002
trigger2 = Anim = 5030
trigger3 = Anim = 5012
value = 10, 2

[State -3, 20]
type = PlaySnd
triggerall = Time = 0
trigger1 = Anim = 5070
value = 10, 2


