;Variable data
;Var(4) = Sets which sound is played during taunt.
;Var(5) = Sets which sound is played during normal win pose.
;Var(6) = Velocity of Balrog after V-ism.
;Var(7) = Whether you just went into block or not. REMOVED
;Var(8) = Velocity X after air parry.
;Var(9) = Velocity Y after air parry.
;var(10) = Determines if state before jump was running.
;var(11) = Weak Combo control
;Var(14) = Dodge sound.
;Var(17) = Sets at continue screen: Yes or no. DOES NOT WORK
;Var(20) = Dodge Meter; Amount of green boxes.
;Var(21) = Dodge Meter; Whether or not boxes are red.
;Var(25) = Which win pose is gonna be shown.
;Var(26) = Super jump, Prevents holding down then pressing up.
;Var(27) = Can do secret move. REMOVED.
;Var(30) = Ai is activated or not.
;Var(31) = Used for SvC power system.
;Var(32) = Used for SvC power system.
;Var(33) = Which intro is going to be shown.
;Var(35) = V-ism activated or not.
;Var(45) = Used to detect if in custom state.
;Var(46) = Secret move has or hasn't been done. REMOVED
;var(47-49) = Used during groove select.
;Var(50) = Secret 1
;Var(51) = Unknown
;var(52) = Keeps you from not moving while selecting groove.
;var(54) = Whether S Groove's super is on.
;var(55) = Whether N Groove's super is on.
;var(56) = Name of the groove.
;var(57) = Whether K Groove's super is on.
;Var(58) = What groove you are.
;Var(59) = Stops special intros from repeating.
;
;VAR 58 Guide
;1 = C
;2 = A
;3 = P
;4 = S
;5 = N
;6 = K 
;7 = SFA3
;8 = Cad
;9 = SF2
;10 = SvC

[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 20
airjuggle = 15
sparkno = 2
guard.sparkno = S7005
KO.echo = 0
volume = 255
IntPersistIndex = 42

[Size]
xscale = 1
yscale = 1
ground.back = 20
ground.front = 30
air.back = 12
air.front = 12
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = 19, -90
mid.pos = 2, -61

[Velocity]
walk.fwd  = 3.5
walk.back = -3.3
run.fwd  = 5, -4
run.back = -4, -4
jump.neu = 0,-8.4
jump.back = -2.65
jump.fwd = 2.6
runjump.back = 0,0
;runjump.fwd = 4,-8.1
airjump.neu = 0,-8.1
airjump.back = -2.55,-8.1
airjump.fwd = 2.5,-8.1

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .45
stand.friction = .85
crouch.friction = .82

[Quotes]
victory1 = Get up!! I haven't punched you enough!
victory2 = Good and evil means nothing to me... Power is everything!
victory3 = I've met punching bags more fun and interesting than you!
victory4 = If you fight like that again, I'll bite you ear off!
victory5 = It was too easy! I feel guilty about getting paid for this!
victory6 = My fists still have your blood on them!
victory7 = Your face wore out my gloves! Buy me some new ones!
victory8 = Your teeth are everywhere! Pick them up before they get lost!
;===========================================================================

;----------------------------------------------------------------------
;Standby Taunt State
[Statedef 159]
type = S
ctrl = 0
velset = 0,0,0

[State 159, ChangeAnim]; This changes animation to 0 when it is not.
type = ChangeAnim
trigger1 = Anim != 0
value = 0

[State 159, ChangeState1]; Change to taunt state when press down.
type = ChangeState
trigger1 = command = "holddown"
value = 160
ctrl = 0

[State 159, ChangeState2]; Change to super-jump when press up.
type = ChangeState
trigger1 = command = "holdup"
value = 2100
ctrl = 0

[State 159, ChangeState3]; Change to dodge forward stage when press forward.
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = command != "holdup"
value = 3000
ctrl = 0

[State 159, ChangeState4]; Change to standing dodge when press back.
type = ChangeState
trigger1 = command = "holdback"
trigger1 = command != "holdup"
value = 3001
ctrl = 0

[State 159, ChangeStateEnd]; Go back to normal state.
type = ChangeState
trigger1 = command != "hold_s"
trigger2 = time = 20
value = 0
ctrl = 1

; TAUNT
[Statedef 160]
type = S
ctrl = 0
velset = 0,0,0

[State 159, ChangeStateEnd]; Go back to normal state.
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(58) != 7
value = 160

[State 159, ChangeStateEnd]; Go back to normal state.
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(58) = 7
value = 161

[State 160, Random]; Randomly selects sound.
type = VarRandom
trigger1 = Time = 0
v = 4
range = 1,4

[State 160, Sound1]; Plays first random sound
type = PlaySnd
triggerall = anim = 160
trigger1 = AnimElem = 1
trigger1 = var(4) = 1
value = S190, 2
channel = 0
volume = 400

[State 160, Sound2]; Plays second random sound
type = PlaySnd
triggerall = anim = 160
trigger1 = AnimElem = 1
trigger1 = var(4) = 2
value = S190, 3
channel = 0
volume = 400

[State 160, Sound2]; Plays second random sound
type = PlaySnd
triggerall = anim = 161
trigger1 = AnimElem = 1
trigger1 = var(4) = 2
value = S190, 3
channel = 0
volume = 400

[State 160, Sound3]; Plays third random sound
type = PlaySnd
triggerall = anim = 160
trigger1 = AnimElem = 1
trigger1 = var(4) = 3
value = S190, 4
channel = 0
volume = 400

[State 160, Sound3]; Plays third random sound
type = PlaySnd
triggerall = anim = 161
trigger1 = AnimElem = 1
trigger1 = var(4) = 3
value = S190, 4
channel = 0
volume = 400

[State 160, Sound4]; Plays this sound.
type = PlaySnd
triggerall = anim = 160
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
value = S15, 1
volume = 200
channel = 5

[State 160, Sound4]; Plays this sound.
type = PlaySnd
triggerall = anim = 161
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
value = S15, 1
volume = 200
channel = 5

[State 160, Sound]; Plays this sound.
type = PlaySnd
trigger1 = time = 0
value = S181,0

[State 160, ChangeState]; Do a continous taunt.
type = Changestate
trigger1 = Time = 47
trigger1 = var(58) = 8 
trigger1 = command = "hold_s" && command = "holddown"
value = 161

[State 160, ChangeState]; Do a continous taunt.
type = Changestate
trigger1 = Time = 47
trigger1 = var(58) = 7
trigger1 = command = "hold_s"
value = 161

[State 160, ChangeEnd]; Return to normal state.
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Continue taunt state.
[Statedef 161]
type = S
ctrl = 0
anim = 1197
velset = 0,0,0

[State 161, Sound1]; Play this sound
type = PlaySnd
triggerall = anim = 1197
trigger1 = AnimElem = 2
value = S15, 1
volume = 200
channel = 5

[State 161, ChangeState]; Change to continue 2 state.
type = Changestate
trigger1 = Time = 17
trigger1 = var(58) = 8
trigger1 = command = "hold_s" && command = "holddown"
value = 165

[State 161, ChangeState]; Change to continue 2 state.
type = Changestate
trigger1 = Time = 17
trigger1 = var(58) = 7
trigger1 = command = "hold_s"
value = 165

[State 161, ChangeEnd]; Return to normal state.
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Continue 2 state.
[Statedef 165]
type = S
ctrl = 0
anim = 1197
velset = 0,0,0

[State 165, Sound1]; Plays this sound.
type = PlaySnd
triggerall = anim = 1197
trigger1 = AnimElem = 2
value = S15, 1
volume = 200
channel = 5

[State 165, ChangeState]; Change back to continue 1.
type = Changestate
trigger1 = Time = 19
trigger1 = var(58) = 8
trigger1 = command = "hold_s" && command = "holddown"
value = 161

[State 165, ChangeState]; Change back to continue 1.
type = Changestate
trigger1 = Time = 19
trigger1 = var(58) = 7
trigger1 = command = "hold_s"
value = 161

[State 165, ChangeEnd]; Return to normal state.
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Charging State
[Statedef 162]
type = S
ctrl = 0
anim = 167
velset = 0,0,0

[State 160, ChangeEnd]; Return to normal state.
type = Explod
trigger1 = numexplod(2028)=0
trigger1 = power <= 1000
removeongethit = 1
anim = 2028
id = 2028
postype = p1
sprpriority = 5

[State 160, ChangeEnd]; Return to normal state.
type = Explod
trigger1 = numexplod(2029)=0
trigger1 = power > 1000
trigger1 = power <= 2000
removeongethit = 1
anim = 2029
id = 2029
postype = p1
sprpriority = 5

[State 160, ChangeEnd]; Return to normal state.
type = Explod
trigger1 = numexplod(2030)=0
trigger1 = power > 2000
removeongethit = 1
anim = 2030
id = 2030
postype = p1
sprpriority = 5

[State 160, ChangeEnd]; Return to normal state.
type = Poweradd
trigger1 = 1
value = 20

[State 160, Sound4]; Plays this sound.
type = PlaySnd
trigger1 = Time = 0
value = S850, 0
volume = 200
channel = 0

[State 160, Sound4]; Plays this sound.
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
value = S15, 1
volume = 200
channel = 5

[State 160, ChangeEnd]; Return to normal state.
type = RemoveExplod
trigger1 = command != "hold_c"
trigger1 = command != "hold_z"
trigger2 = power = 3000
id = 2028

[State 160, ChangeEnd]; Return to normal state.
type = RemoveExplod
trigger1 = command != "hold_c"
trigger1 = command != "hold_z"
trigger2 = power = 3000
id = 2029

[State 160, ChangeEnd]; Return to normal state.
type = RemoveExplod
trigger1 = command != "hold_c"
trigger1 = command != "hold_z"
trigger2 = power = 3000
id = 2030

[State 160, ChangeEnd]; Return to normal state.
type = ChangeState
trigger1 = command != "hold_c"
trigger1 = command != "hold_z"
trigger2 = power = 3000
value = 0
ctrl = 1

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

[State 170, Sound]; Play this sound.
type = PlaySnd
trigger1 = Time = 0
value = S13, 2
volume = 255
channel = 0

[State 170, NotHitBy]; Make sure that Balrog can't be hit.
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;----------------------------------------------------------------------
; WIN
[Statedef 180]
type = S

[State 180, Sound]; Play this sound.
type = PlaySnd
trigger1 = time = 0
value = S181,0

[State 180, Suit]; Changes to suit winpose if you hold start.
type = ChangeState
trigger1 = Command = "hold_s"
value = 186

[State 180, Over-ride(Shirt)]; Changes to normal winpose.
type = ChangeState
trigger1 = var(58) = 7
trigger1 = Command = "hold_x" || Command = "hold_y" || Command = "hold_z"
trigger2 = var(58) = 8
trigger2 = Command = "hold_a" || Command = "hold_x" 
value = 181

[State 180, Over-ride(No Shirt)]; Changes to shirt rip winpose 1.
type = ChangeState
trigger1 = var(58) = 7
trigger1 = Command = "hold_a" || Command = "hold_b" || Command = "hold_c"
trigger2 = var(58) = 8
trigger2 = Command = "hold_y"
value = 184

[State 180, Over-ride(No Shirt2)]; Changes to shirt rip winpose 2.
type = ChangeState
trigger1 = var(58) = 8
trigger1 = Command = "hold_b"
value = 187

[State 180, Over-ride(NEW!)]; Changes to turn back winpose.
type = ChangeState
triggerall = var(58) = 8
trigger1 = Command = "hold_z"
trigger2 = Command = "hold_c"
value = 185

[State 180, Random]; Random select winpose.
type = VarRandom
trigger1 = Time = 0
v = 25
range = 1,8

[State 180, Shirt]; Normal winpose.
type = ChangeState
triggerall = Time = 0
trigger1 = var(58) = 8
trigger1 = Var(25) = 1 || Var(25) = 4
trigger2 = var(58) = 7
trigger3 = var(58) = 1 || var(58) = 2 || var(58) = 3 || var(58) = 4 || var(58) = 5 || var(58) = 6
trigger3 = var(25) = 1 || var(25) = 2 || var(25) = 3 || var(25) = 4 || var(25) = 5 || var(25) = 6
trigger4 = var(58) = 9
trigger4 = var(25) = 1 || Var(25) = 2 || Var(25) = 3 || Var(25) = 4 || Var(25) = 5
trigger4 = roundno = 1
trigger5 = var(58) = 9
trigger5 = var(25) = 1 || Var(25) = 2 || Var(25) = 3
trigger5 = roundno != 1
trigger6 = var(58) = 10
trigger6 = var(25) = 1 || var(25) = 2 || var(25) = 3 || var(25) = 4
value = 181

[State 180, No Shirt]; Shirt-rip winpose.
type = ChangeState
triggerall = Time = 0
trigger1 = var(58) = 8
trigger1 = Var(25) = 3 || Var(25) = 5
trigger2 = var(58) = 1 || var(58) = 2 || var(58) = 3 || var(58) = 4 || var(58) = 5 || var(58) = 6
trigger2 = var(25) = 7 || var(25) = 8 
trigger3 = var(58) = 9
trigger3 = var(25) = 6 || Var(25) = 7 || Var(25) = 8 
trigger3 = roundno = 1
trigger4 = var(58) = 9
trigger4 = var(25) = 4 || Var(25) = 5 || Var(25) = 6 || Var(25) = 7 || Var(25) = 8
trigger4 = roundno != 1
trigger5 = var(58) = 10
trigger5 = var(25) = 1 || var(25) = 2 || var(25) = 3 || var(25) = 4
value = 184

[State 180, No Shirt2]; Shirt-rip 2 winpose.
type = ChangeState
triggerall = Time = 0
triggerall = var(58) = 8
trigger1 = Var(25) = 8
value = 187

[State 180, Back]; Back winpose.
type = ChangeState
triggerall = Time = 0
triggerall = var(58) = 8
trigger1 = Var(25) = 2
trigger2 = Var(25) = 6
value = 185

[State 180, Suit]; Suit winpose.
type = ChangeState
triggerall = Time = 0
triggerall = var(58) = 8
trigger1 = Var(25) = 7
value = 186

;---------------------------------------------------------------------------
; Normal flex winpose.
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

[State 181, Random]; Random sound select.
type = VarRandom
trigger1 = Time = 0
v = 5
range = 1,4

[State 181, Sound1]; Random selected sound 1.
type = PlaySnd
triggerall = var(58) = 8
trigger1 = AnimElem = 4
trigger1 = var(5) = 1
value = S180, 0
channel = 0
volume = 400

[State 181, Sound2]; Random selected sound 2.
type = PlaySnd
triggerall = var(58) != 8
triggerall = var(58) != 7
triggerall = var(58) != 9
trigger1 = AnimElem = 4
value = S180, 1
channel = 0
volume = 400

[State 181, Sound2]; Random selected sound 2.
type = PlaySnd
triggerall = var(58) = 8
triggerall = AnimElem = 4
trigger1 = var(5) = 2
trigger2 = var(5) = 4
value = S180, 1
channel = 0
volume = 400

[State 181, Sound3]; Random selected sound 3
type = PlaySnd
triggerall = var(58) = 7
trigger1 = AnimElem = 4
value = S190, 0
channel = 0
volume = 200

[State 181, Sound3]; Random selected sound 3
type = PlaySnd
triggerall = var(58) = 8
trigger1 = AnimElem = 4
trigger1 = var(5) = 3
value = S190, 0
channel = 0
volume = 200

[State 181, Sound4]; Always plays this sound.
type = PlaySnd
trigger1 = AnimElem = 5
value = S12, 1

[State 181, NotHitBy]; Balrog can't be hit.
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; WIN1; Back
[Statedef 185]
type = S
ctrl = 0
anim = 2191
velset = 0,0,0

[State 185, Random]; Random sound select.
type = VarRandom
trigger1 = Time = 0
v = 5
range = 1,2


[State 185, Sound1]; Randomly selected sound 1.
type = PlaySnd
triggerall = var(58) = 8
trigger1 = AnimElem = 4
trigger1 = var(5) = 1
value = S180, 0
channel = 0
volume = 400

[State 185, Sound1]; Randomly selected sound 2.
type = PlaySnd
triggerall = var(58) = 8
trigger1 = AnimElem = 4
trigger1 = var(5) = 2
value = S180, 1
channel = 0
volume = 400

[State 185, Sound]; Plays this sound.
type = PlaySnd
trigger1 = AnimElem = 4
value = S12, 1

[State 185, End]; Not hit by until next round.
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; WIN1; Suit winpose.
[Statedef 186]
type = S
ctrl = 0
velset = 0,0,0

[State 186, end]; Changes animation after 13 ticks.
type = ChangeAnim
trigger1 = Time = 13
value = 3006

[State 186, explosion]; Displays explosion animation.
type = Explod
trigger1 = Time = 0
anim = 3007
sprpriority = 4
Id = 3007
removetime = 34
pos = 0, 20
postype = p1
vel = 0,0
shadow = 1
scale = 1.2, 1.2

[State 186, Girl1]; Displays girl 1 animation.
type = Explod
trigger1 = Time = 18
anim = 1113
sprpriority = -2
Id = 1113
pos = 0,-10
removetime = -1
postype = p1
vel = 0,0
shadow = 1
scale = 1.2, 1.2

[State 186, Girl2]; Displays girl 2 animation.
type = Explod
trigger1 = Time = 18
anim = 1114
sprpriority = -2
Id = 1114
pos = 0,-10
removetime = -1
postype = p1
vel = 0,0
shadow = 1
scale = 1.2, 1.2

[State 186, Sound1]; Always play explosion sound.
type = PlaySnd
trigger1 = Time = 7
value = S2027, 0
volume = 200
channel = 1

[State 186, Random]; Random sound select.
type = VarRandom
trigger1 = Time = 0
v = 5
range = 1,2

[State 186, Sound1]; Randomly selected sound 1.
type = PlaySnd
trigger1 = Time = 18
trigger1 = var(5) = 1
value = S180, 1
channel = 0
volume = 400

[State 186, Sound2]; Randomly selected sound 2.
type = PlaySnd
trigger1 = Time = 18
trigger1 = var(5) = 2
value = S180, 0
volume = 400
channel = 0

[State 186, End]; Not hit by until next round.
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; NEWEST SHIRT RIP
[Statedef 187]
type = S
ctrl = 0
anim = 186
velset = 0,0,0

[State 187, Random]
type = VarRandom
trigger1 = Time = 0
v = 5
range = 1,2

[State 187, Super effect]
type = Explod
triggerall = NumExplod(187) = 0
trigger1 = time = 14
id = 187
anim = 187
postype = p1
pos = 0,0
removetime = -1
sprpriority = 3

[State 187, Super effect]
type = Explod
triggerall = NumExplod(188) = 0
trigger1 = time = 14
id = 188
anim = 188
postype = p1
pos = 0,0
removetime = -1
sprpriority = 3

[State 187, Sound1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = var(5) = 1
value = S180, 0
channel = 0
volume = 400

[State 187, Sound2]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = var(5) = 2
value = S180, 1
channel = 0
volume = 400

[State 187, Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = S12, 1

[State 187, End]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;---------------------------------------------------------------------------
; WIN2
[Statedef 184]
type = S
ctrl = 0
velset = 0,0,0

[State 185, Sound1]; Randomly selected sound 1.
type = ChangeAnim
triggerall = var(58) != 8
triggerall = var(58) != 7
trigger1 = Time = 0
value = 189

[State 185, Sound1]; Randomly selected sound 1.
type = ChangeAnim
triggerall = var(58) = 8 || var(58) = 7
trigger1 = Time = 0
value = 183

[State 185, Sound1]; Randomly selected sound 1.
type = PlaySnd
triggerall = var(58) != 8
triggerall = var(58) != 7
triggerall = var(58) != 9
trigger1 = AnimElem = 4
value = S180, 0
channel = 0
volume = 400

[State 185, Sound1]; Randomly selected sound 1.
type = PlaySnd
triggerall = var(58) = 7
trigger1 = AnimElem = 4
value = S190, 0
channel = 0
volume = 400

[State 184, Random]
type = VarRandom
trigger1 = Time = 0
v = 5
range = 1,4

[State 184, Sound1]
type = PlaySnd
triggerall = var(58) = 8
triggerall = AnimElem = 4
trigger1 = var(5) = 1
trigger2 = var(5) = 4
value = S180, 0
channel = 0
volume = 400

[State 184, Sound1]
type = PlaySnd
triggerall = var(58) = 8
trigger1 = AnimElem = 4
trigger1 = var(5) = 2
value = S180, 1
channel = 0
volume = 400

[State 184, Sound1]
type = PlaySnd
triggerall = var(58) = 8
trigger1 = AnimElem = 4
trigger1 = var(5) = 3
value = S190, 0
channel = 0
volume = 200

[State 184, Sound1]
type = PlaySnd
trigger1 = AnimElem = 5
value = S12, 1

[State 184, End]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
;Random Intro
[Statedef 191]
type = S
ctrl = 0
velset = 0,0,0

[State 191, Normal]
type = ChangeState
triggerall = time = 0
triggerall = roundno = 1
triggerall = NumPartner = 0
;triggerall = Var(59) != 1
trigger1 = p2name = "Dudley by Cad"
value = 4200

[State 191, Normal]
type = ChangeState
triggerall = time = 0
triggerall = roundno = 1
triggerall = NumPartner = 0
triggerall = Var(59) != 1
trigger1 = p2name = "Evil Ken"
value = 4010

[State 191, Normal]
type = ChangeState
triggerall = time = 0
triggerall = roundno = 1
triggerall = NumPartner = 0
triggerall = Var(59) != 3
trigger1 = p2name = "Gen"
value = 4030

[State 191, Normal]
type = ChangeState
triggerall = time = 0
triggerall = roundno = 1
triggerall = NumPartner = 0
triggerall = Var(59) != 5
trigger1 = p2name = "Birdie"
value = 4050

[State 191, Normal]
type = ChangeState
triggerall = time = 0
triggerall = roundno = 1
triggerall = NumPartner = 0
triggerall = Var(59) != 6
trigger1 = p2name = "Vega"
trigger2 = p2name = "'Vega'"
value = 4060

[State 191, Normal]
type = ChangeState
triggerall = time = 0
triggerall = roundno = 1
triggerall = NumPartner = 0
triggerall = Var(59) != 4
trigger1 = p2name = "M. Bison"
value = 4040

[State 191, Normal]
type = ChangeState
triggerall = time = 0
triggerall = roundno = 1
triggerall = NumPartner = 0
triggerall = Var(59) != 7
trigger1 = p2name = "Sagat"
value = 4070

[State 191, Normal]
type = ChangeState
triggerall = time = 0
triggerall = roundno = 1
triggerall = NumPartner = 0
triggerall = Var(59) != 8
trigger1 = p2name = "Cammy"
value = 4080

[State 191, Normal]
type = ChangeState
triggerall = time = 0
triggerall = roundno = 1
triggerall = NumPartner = 0
triggerall = Var(59) != 9
trigger1 = p2name = "Gouki"
trigger2 = p2name = "Akuma"
value = 4090

[State 191, Normal]
type = ChangeState
triggerall = time = 0
triggerall = roundno = 1
triggerall = NumPartner = 0
triggerall = Var(59) != 2
trigger1 = p2name = "Ryu"
trigger2 = p2name = "Ryu Hoshi"
trigger3 = p2name = "RyuSF"
value = 4020

[State 191, Random]
type = VarRandom
trigger1 = roundstate = 0
triggerall = Var(58) != 8
v = 33
range = 1,11

[State 191, Random]
type = VarRandom
trigger1 = roundstate = 0
triggerall = Var(58) = 8
v = 33
range = 1,13

[State 191, Normal]
type = ChangeState
trigger1 = roundstate = 0
triggerall = Var(58) != 7
triggerall = Var(58) != 8
value = 193

[State 191, Normal]
type = ChangeState
triggerall = roundstate = 0
triggerall = Var(58) = 7
trigger1 = Var(33) = 1
trigger2 = Var(33) = 2
trigger3 = Var(33) = 3
trigger4 = Var(33) = 4
trigger5 = Var(33) = 5
trigger6 = Var(33) = 6
trigger7 = Var(33) = 7
trigger8 = Var(33) = 8
value = 193

[State 191, Normal]
type = ChangeState
triggerall = roundstate = 0
triggerall = Var(58) = 8
trigger1 = Var(33) = 1
trigger2 = Var(33) = 2
trigger3 = Var(33) = 3
value = 193

[State 191, Back]
type = ChangeState
triggerall = roundstate = 0
triggerall = Var(58) = 8
trigger1 = Var(33) = 4
trigger2 = Var(33) = 5
trigger3 = Var(33) = 6
value = 2190

[State 191, Punching Bag]
type = ChangeState
triggerall = roundstate = 0
triggerall = Var(58) = 7
trigger1 = Var(33) = 9
trigger2 = Var(33) = 10
trigger3 = Var(33) = 11
value = 192

[State 191, Punching Bag]
type = ChangeState
triggerall = roundstate = 0
triggerall = Var(58) = 8
trigger1 = Var(33) = 7
trigger2 = Var(33) = 8
trigger3 = Var(33) = 9
value = 192

[State 191, Punching Bag]
type = ChangeState
triggerall = roundstate = 0
triggerall = Var(58) = 8
trigger1 = Var(33) = 10
trigger2 = Var(33) = 11
value = 2192

[State 191, Punching Bag]
type = ChangeState
triggerall = roundstate = 0
triggerall = Var(58) = 8
trigger1 = Var(33) = 12
value = 11050

[State 191, Punching Bag]
type = ChangeState
triggerall = roundstate = 0
triggerall = Var(58) = 8
trigger1 = Var(33) = 13
value = 194

;---------------------------------------------------------------------------
;Punching Bag
[Statedef 192]
type = S
ctrl = 0
velset = 0,0,0
anim = 198

[State 192, Random]
type = VarRandom
trigger1 = Time = 0
v = 4
range = 1,2

[State 192, Sound1]
type = PlaySnd
triggerall = anim = 197
trigger1 = AnimElem = 3
trigger1 = var(4) = 1
value = S190, 3
channel = 3
volume = 400

[State 192, Sound1]
type = PlaySnd
triggerall = anim = 197
trigger1 = AnimElem = 3
trigger1 = var(4) = 2
value = S190, 2
channel = 3
volume = 400

[State 192, Sound1]
type = PlaySnd
triggerall = anim = 197
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
value = S15, 1
volume = 200
channel = 5

[State 192, Sound1]
type = PlaySnd
trigger1 = Time = 28
value = S12, 1

[State 192, Sound2]
type = PlaySnd
trigger1 = Time = 35
value = S13, 1
volume = 200
channel = 2

[State 192, Sound3]
type = PlaySnd
trigger1 = Time = 37
value = F5,2 
volume = 200
channel = 3

[State 192, Bag 1]
type = Explod
trigger1 = time = 0
anim = 192
sprpriority = 1
Id = 192
pos = 30,-20
postype = p1
vel = 0,0
facing = 1
shadow = -1

[State 192, Pole]
type = Explod
trigger1 = time = 0
anim = 191
sprpriority = 1
Id = 191
pos = 72,-46
postype = p1
vel = 0,0
facing = 1
shadow = -1

[State 192, Chain]
type = Explod
trigger1 = time = 38
anim = 194
sprpriority = 1
Id = 194
pos = 72,-46
postype = p1
vel = 0,0
facing = 1
shadow = -1

[State 192, Bag 2]
type = Explod
trigger1 = time = 38
anim = 193
sprpriority = 1
Id = 193
pos = 30,-20
postype = p1
vel = 13,0
facing = 1
shadow = -1

[State 192, Spark 1]
type = Explod
trigger1 = time = 37
anim = 7300
sprpriority = 2
Id = 7300
pos = 65,-75
postype = p1
vel = 0,0
facing = 1

[State 192, Spark 2]
type = Explod
trigger1 = time = 42
anim = 7400
sprpriority = 2
Id = 7400
pos = 55,-150
postype = p1
vel = 0,0
facing = 1

[State 192, Balrog 1]
type = Explod
trigger1 = time = 10
anim = 195
sprpriority = 1
Id = 195
pos = -380,0
vel = 13,0
facing = 1
shadow = -1

[State 192, Remove Spark 1]
type = removeExplod
trigger1 = time = 85
id = 7300

[State 192, Remove Spark 2]
type = removeExplod
trigger1 = time = 54
id = 7400

[State 192, Remove Bag]
type = removeExplod
trigger1 = time = 38
id = 192

[State 192, Remove Balrog 1]
type = removeExplod
trigger1 = time = 40
id = 195

[State 192, Remove Balrog 2]
type = removeExplod
trigger1 = time = 55
id = 196

[State 192, Balrog 2]
type = Explod
trigger1 = time = 40
anim = 196
sprpriority = 1
Id = 196
postype = p1
pos = -50,0
vel = 0,0
facing = 1
shadow = -1

[State 192, Change Balrog]
type = changeanim
trigger1 = time = 55
value = 197

[State 192, Change Balrog 2]
type = changeanim
trigger1 = anim = 197
trigger1 = animtime = 0
value = 0

[State 192, End]
type = AssertSpecial
trigger1 = Time = [0,175]
flag = Intro

;Normal Intro
[Statedef 193]
type = S
ctrl = 0
velset = 0,0,0

[State 193, Random]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = var(58) != 7
value = 197

[State 193, Random]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = var(58) = 7
value = 3197

[State 193, Random]
type = VarRandom
trigger1 = Time = 0
v = 4
range = 1,2

[State 193, Sound1]
type = PlaySnd
triggerall = anim = 197 || anim = 3197
trigger1 = AnimElem = 1
trigger1 = var(4) = 1
value = S190, 2
channel = 0
volume = 400

[State 193, Sound1]
type = PlaySnd
triggerall = anim = 197 || anim = 3197
trigger1 = AnimElem = 1
trigger1 = var(4) = 2
value = S190, 3
channel = 0
volume = 400

[State 193, Sound1]
type = PlaySnd
triggerall = anim = 197 || anim = 3197
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
value = S15, 1
volume = 200
channel = 5

[State 193, VarSet 1]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 193, VarSet 2]
type = VarSet
trigger1 = Time = 20
v = 9
value = 0

[State 193, Change]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 0

[State 193, End]
type = AssertSpecial
trigger1 = Time = [0,75]
flag = Intro

;Normal Intro
[Statedef 2195]
type = S
ctrl = 0
velset = 0,0,0

[State -3, Super effect]
type = Explod
trigger1 = numexplod(1924) = 0
trigger1 = facing = 1
id = 1924
anim = 1924
postype = left
pos = 20,200
vel = 0,0
bindtime = -1
removetime = -1
ontop = 1

[State -3, Super effect]
type = Explod
trigger1 = numexplod(1924) = 0
trigger1 = facing = -1
id = 1924
anim = 1924
postype = right
pos = -127,200
vel = 0,0
facing = 1
bindtime = -1
removetime = -1
ontop = 1

[State -3, Super effect]
type = RemoveExplod
trigger1 = command = "ReleaseS"
id = 1924

[State 193, Random]
type = ChangeAnim
trigger1 = Time = 0
value = 197

[State 193, Random]
type = VarRandom
trigger1 = Time = 0
v = 4
range = 1,2

[State 193, Sound1]
type = PlaySnd
triggerall = anim = 197 || anim = 3197
trigger1 = AnimElem = 1
trigger1 = var(4) = 1
value = S190, 2
channel = 0
volume = 400

[State 193, Sound1]
type = PlaySnd
triggerall = anim = 197 || anim = 3197
trigger1 = AnimElem = 1
trigger1 = var(4) = 2
value = S190, 3
channel = 0
volume = 400

[State 193, Sound1]
type = PlaySnd
triggerall = anim = 197 || anim = 3197
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
value = S15, 1
volume = 200
channel = 5

[State 193, Change]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 0

[State 193, Random]
type = ChangeState
trigger1 = Command = "ReleaseS"
value = 2193

[State 193, Random]
type = Varset
trigger1 = Time = 0
v = 58
value = 1

[State 193, End]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = Intro

;-----------------------------------------------------------------------------
;Random Intro
[Statedef 194]
type = S
ctrl = 0
anim = 3780
velset = 0,0,0

[State 194, Sound2]
type = PlaySnd
trigger1 = time = 3
trigger1 = anim != 0
value = S190, 0
channel = 0
volume = 255

[State 194, Snd]
type = playsnd
trigger1 = time = 90
value = S800, 1
channel = 1

[State 194, ?]
type = Explod
trigger1 = Time = 0
removetime = 150
postype = p1
pos = -20, 10
anim = 3781
facing = 1
shadow = 1
sprpriority = 4

[State 194, Change]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 0

[State 194, End]
type = AssertSpecial
trigger1 = Time = [0,175]
flag = Intro
;-----------------------------------------------------------------------------
;Stool
[Statedef 2192]
type = S
ctrl = 0
anim = 184
velset = 0,0,0

[State 2192, Snd]
type = playsnd
trigger1 = time = 35
value = S190, 5
channel = 1

[State 2192, Random]
type = VarRandom
trigger1 = Time = 0
v = 4
range = 1,2

[State 2192, Sound1]
type = PlaySnd
trigger1 = anim = 184
trigger1 = AnimElem = 4
trigger1 = var(4) = 1
value = S190, 2
channel = 0
volume = 400

[State 2192, Sound1]
type = PlaySnd
trigger1 = anim = 184
trigger1 = AnimElem = 4
trigger1 = var(4) = 2
value = S190, 3
channel = 0
volume = 400

[State 2192, ?]
type = Explod
trigger1 = Time = 0
removetime = 100
postype = p1
anim = 185
id = 185
shadow = -1
sprpriority = -1

[State 2192, Change]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 0

[State 2192, End]
type = AssertSpecial
trigger1 = Time = [0,145]
flag = Intro

;-------------------------------------------------------------------------
;New Intro
[Statedef 2190]
type = S
ctrl = 0
anim = 2190
velset = 0,0,0

[State 2190, VarSet 1]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 2190, VarSet 2]
type = VarSet
trigger1 = Time = 20
v = 9
value = 0

[State 2190, Change]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 0

[State 2190, End]
type = AssertSpecial
trigger1 = Time = [0,100]
flag = Intro

;-----------------------------------------------------------------------------
[Statedef 2194]
type = S
ctrl = 0
velset = 0,0,0

[State 2190, Change]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = anim != 0
value = 0

[State 2190, End]
type = AssertSpecial
trigger1 = Time = [0,50]
flag = Intro
flag2 = nobardisplay

;Preintro
[Statedef 2193]
type = S
ctrl = 0
velset = 0,0,0

[State -3, Super effect]
type = Explod
trigger1 = numexplod(1925) = 0
trigger1 = facing = 1
id = 1925
anim = 1925
postype = left
pos = 20,200
vel = 0,0
bindtime = -1
removetime = -1
ontop = 1

[State -3, Super effect]
type = Explod
trigger1 = numexplod(1925) = 0
trigger1 = facing = -1
id = 1925
anim = 1925
postype = right
pos = -127,200
vel = 0,0
facing = 1
bindtime = -1
removetime = -1
ontop = 1

[State 193, Change]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 0

[State 2190, End]
type = AssertSpecial
trigger1 = Time = [0,920]
flag = Intro
flag2 = nobardisplay

[State -3, Super effect]
type = Explod
trigger1 = numexplod(9501) = 0
id = 9501
anim = 9501
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1
facing = 1

[State -3, Super effect]
type = RemoveExplod
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9500

[State -3, Super effect]
type = RemoveExplod
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9501

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 1
trigger1 = numexplod(9502) = 0
trigger1 = facing = 1
id = 9502
anim = 9502
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 1
trigger1 = numexplod(9512) = 0
trigger1 = facing = -1
id = 9512
anim = 9512
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
trigger1 = var(58) != 1
trigger1 = numexplod(9502) = 1
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9502

[State -3, Super effect]
type = RemoveExplod
trigger1 = var(58) != 1
trigger1 = numexplod(9512) = 1
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9512

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 2
trigger1 = numexplod(9503) = 0
trigger1 = facing = 1
id = 9503
anim = 9503
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 2
trigger1 = numexplod(9513) = 0
trigger1 = facing = -1
id = 9513
anim = 9513
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
trigger1 = var(58) != 2
trigger1 = numexplod(9503) = 1
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9503

[State -3, Super effect]
type = RemoveExplod
trigger1 = var(58) != 2
trigger1 = numexplod(9513) = 1
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9513

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 3
trigger1 = numexplod(9504) = 0
trigger1 = facing = 1
id = 9504
anim = 9504
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
ontop = 1

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 3
trigger1 = numexplod(9514) = 0
trigger1 = facing = -1
id = 9514
anim = 9514
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
ontop = 1

[State -3, Super effect]
type = RemoveExplod
trigger1 = var(58) != 3
trigger1 = numexplod(9504) = 1
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9504

[State -3, Super effect]
type = RemoveExplod
trigger1 = var(58) != 3
trigger1 = numexplod(9514) = 1
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9514

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 4
trigger1 = numexplod(9505) = 0
trigger1 = facing = 1
id = 9505
anim = 9505
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
ontop = 1

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 4
trigger1 = numexplod(9515) = 0
trigger1 = facing = -1
id = 9515
anim = 9515
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
ontop = 1

[State -3, Super effect]
type = RemoveExplod
trigger1 = var(58) != 4
trigger1 = numexplod(9505) = 1
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9505

[State -3, Super effect]
type = RemoveExplod
trigger1 = var(58) != 4
trigger1 = numexplod(9515) = 1
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9515


[State -3, Super effect]
type = Explod
trigger1 = var(58) = 5
trigger1 = numexplod(9506) = 0
trigger1 = facing = 1
id = 9506
anim = 9506
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
ontop = 1

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 5
trigger1 = numexplod(9516) = 0
trigger1 = facing = -1
id = 9516
anim = 9516
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
ontop = 1

[State -3, Super effect]
type = RemoveExplod
trigger1 = numexplod(9506) = 1
trigger1 = var(58) != 5
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9506

[State -3, Super effect]
type = RemoveExplod
trigger1 = numexplod(9516) = 1
trigger1 = var(58) != 5
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9516

[State -3, Super effect]
type = Explod
trigger1 = numexplod(9507) = 0
trigger1 = var(58) = 6
trigger1 = facing = 1
id = 9507
anim = 9507
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
ontop = 1

[State -3, Super effect]
type = Explod
trigger1 = numexplod(9517) = 0
trigger1 = var(58) = 6
trigger1 = facing = -1
id = 9517
anim = 9517
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
ontop = 1

[State -3, Super effect]
type = RemoveExplod
trigger1 = numexplod(9507) = 1
trigger1 = var(58) != 6
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9507

[State -3, Super effect]
type = RemoveExplod
trigger1 = numexplod(9517) = 1
trigger1 = var(58) != 6
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9517

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 7
trigger1 = numexplod(9508) = 0
trigger1 = facing = 1
id = 9508
anim = 9508
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
ontop = 1

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 7
trigger1 = numexplod(9518) = 0
trigger1 = facing = -1
id = 9518
anim = 9518
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
ontop = 1

[State -3, Super effect]
type = RemoveExplod
trigger1 = var(58) != 7
trigger1 = numexplod(9508) = 1
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9508

[State -3, Super effect]
type = RemoveExplod
trigger1 = var(58) != 7
trigger1 = numexplod(9518) = 1
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9518

[State -3, Super effect]
type = Explod
trigger1 = numexplod(9509) = 0
trigger1 = var(58) = 8
trigger1 = facing = 1
id = 9509
anim = 9509
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
ontop = 1

[State -3, Super effect]
type = Explod
trigger1 = numexplod(9519) = 0
trigger1 = var(58) = 8
trigger1 = facing = -1
id = 9519
anim = 9519
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
ontop = 1

[State -3, Super effect]
type = RemoveExplod
trigger1 = numexplod(9509) = 1
trigger1 = var(58) != 8
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9509

[State -3, Super effect]
type = RemoveExplod
trigger1 = numexplod(9519) = 1
trigger1 = var(58) != 8
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9519

[State 4010, Sound1]
type = playsnd
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
trigger2 = time = 920
trigger3 = var(52) = 0
trigger3 = time = 320
value = S2193, 1
channel = 2

[State -3, Super effect]
type = Explod
trigger1 = numexplod(9509) = 0
trigger1 = var(58) = 8
trigger1 = facing = 1
id = 9509
anim = 9509
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
ontop = 1

[State -3, Super effect]
type = Explod
trigger1 = numexplod(9519) = 0
trigger1 = var(58) = 8
trigger1 = facing = -1
id = 9519
anim = 9519
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
ontop = 1

[State -3, Super effect]
type = RemoveExplod
trigger1 = numexplod(9509) = 1
trigger1 = var(58) != 8
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9509

[State -3, Super effect]
type = RemoveExplod
trigger1 = numexplod(9519) = 1
trigger1 = var(58) != 8
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9519

[State -3, Super effect]
type = Explod
trigger1 = numexplod(9510) = 0
trigger1 = var(58) = 9
trigger1 = facing = 1
id = 9510
anim = 9510
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
ontop = 1

[State -3, Super effect]
type = Explod
trigger1 = numexplod(9520) = 0
trigger1 = var(58) = 9
trigger1 = facing = -1
id = 9520
anim = 9520
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
ontop = 1

[State -3, Super effect]
type = RemoveExplod
trigger1 = numexplod(9510) = 1
trigger1 = var(58) != 9
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9510

[State -3, Super effect]
type = RemoveExplod
trigger1 = numexplod(9520) = 1
trigger1 = var(58) != 9
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9520

[State -3, Super effect]
type = Explod
trigger1 = numexplod(9511) = 0
trigger1 = var(58) = 10
trigger1 = facing = 1
id = 9511
anim = 9511
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
ontop = 1

[State -3, Super effect]
type = Explod
trigger1 = numexplod(9521) = 0
trigger1 = var(58) = 10
trigger1 = facing = -1
id = 9521
anim = 9521
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
ontop = 1

[State -3, Super effect]
type = RemoveExplod
trigger1 = numexplod(9511) = 1
trigger1 = var(58) != 10
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9511

[State -3, Super effect]
type = RemoveExplod
trigger1 = numexplod(9521) = 1
trigger1 = var(58) != 10
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
id = 9521

[State 4010, Sound1]
type = ChangeState
trigger1 = var(52) = 0
triggerall = time > 320
value = 2194

[State 4010, Sound1]
type = ChangeState
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
trigger2 = time = 920
value = 2194

[State 4010, Sound1]
type = ChangeState
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" || command = "s"
value = 2194

[State 4010, Sound1]
type = varset
trigger1 = time = 0
trigger1 = var(58) = 0
v = 58
value = 1

[State 4010, Sound1]
type = null
trigger1 = var(58) != 9 || var(58) != 10 || var(58) != 7
trigger1 = command = "down"
trigger2 = var(58) != 1 || var(58) != 2 || var(58) != 3
trigger2 = command = "up"
value = S2193, 0
channel = 1

[State 4010, Sound1]
type = varset
trigger1 = command = "down"
trigger2 = command = "up"
value = 1
v = 52

[State 4010, Sound1]
type = varadd
triggerall = time < 920
triggerall = facing = 1
trigger1 = var(58) = 1 || var(58) = 2 || var(58) = 4 || var(58) = 5
trigger1 = command = "forward"
v = 58
value = 1

[State 4010, Sound1]
type = varadd
triggerall = time < 920
triggerall = facing = -1
trigger1 = var(58) = 1 || var(58) = 2 || var(58) = 4 || var(58) = 5
trigger1 = command = "back"
v = 58
value = 1

[State 4010, Sound1]
type = varadd
triggerall = time < 920
triggerall = facing = 1
trigger1 = var(58) = 2 || var(58) = 3 || var(58) = 5 || var(58) = 6
trigger1 = command = "back"
v = 58
value = -1

[State 4010, Sound1]
type = varadd
triggerall = time < 920
triggerall = facing = -1
trigger1 = var(58) = 2 || var(58) = 3 || var(58) = 5 || var(58) = 6
trigger1 = command = "forward"
v = 58
value = -1

[State 4010, Sound1]
type = varset
triggerall = var(49) = 1
trigger1 = command != "down" || command != "holddown"
v = 49
value = 0

[State 4010, Sound1]
type = varset
triggerall = var(49) = 0
triggerall = command = "down"
trigger1 = var(58) != 4
trigger1 = var(58) != 5
trigger1 = var(58) != 6
trigger1 = var(58) != 8
v = 49
value = 1

[State 4010, Sound1]
type = varset
triggerall = var(48) = 1
trigger1 = command != "down" || command != "holddown"
v = 48
value = 0

[State 4010, Sound1]
type = varset
triggerall = var(49) = 0
triggerall = command = "down"
trigger1 = var(58) != 8
v = 48
value = 1

[State 4010, Sound1]
type = varset
triggerall = time < 920
trigger1 = var(58) = 1
trigger1 = command = "down"
v = 58
value = 4

[State 4010, Sound1]
type = varset
triggerall = time < 920
trigger1 = var(58) = 2
trigger1 = command = "down"
v = 58
value = 5

[State 4010, Sound1]
type = varset
triggerall = time < 920
trigger1 = var(58) = 3
trigger1 = command = "down"
v = 58
value = 6

[State 4010, Sound1]
type = varset
triggerall = time < 920
trigger1 = var(58) = 4
triggerall = command = "up"
v = 58
value = 1

[State 4010, Sound1]
type = varset
triggerall = time < 920
trigger1 = var(58) = 5
triggerall = command = "up"
v = 58
value = 2

[State 4010, Sound1]
type = varset
triggerall = time < 920
trigger1 = var(58) = 6
triggerall = command = "up"
v = 58
value = 3

[State 4010, Sound1]
type = varset
triggerall = time < 920
triggerall = var(49) != 1
trigger1 = var(58) = 4
trigger1 = command = "down"
v = 58
value = 9

[State 4010, Sound1]
type = varset
triggerall = time < 920
trigger1 = var(58) = 9
trigger1 = command = "up"
v = 58
value = 4

[State 4010, Sound1]
type = varset
triggerall = time < 920
triggerall = var(49) != 1
trigger1 = var(58) = 5
trigger1 = command = "down"
v = 58
value = 8

[State 4010, Sound1]
type = varset
trigger1 = var(58) = 8
trigger1 = command = "up"
v = 58
value = 5

[State 4010, Sound1]
type = varset
trigger1 = var(58) = 7
trigger1 = command = "up"
v = 58
value = 8

[State 4010, Sound1]
type = varset
triggerall = time < 920
triggerall = var(49) != 1
trigger1 = var(58) = 6
trigger1 = command = "down"
v = 58
value = 10

[State 4010, Sound1]
type = varset
triggerall = time < 920
trigger1 = var(58) = 10
trigger1 = command = "up"
v = 58
value = 6

[State 4010, Sound1]
type = varset
triggerall = time < 920
triggerall = var(49) != 1
triggerall = var(48) != 1
trigger1 = var(58) = 8
trigger1 = command = "down"
v = 58
value = 7

[State 4010, Sound1]
type = varset
triggerall = time < 920
trigger1 = var(58) = 7
trigger1 = command = "up"
v = 58
value = 8


[State 4010, Sound1]
type = varset
triggerall = var(47) = 1
trigger1 = command != "forward" || command != "holdfwd"
trigger1 = facing = 1
trigger2 = facing = -1
trigger2 = command != "back" || command != "holdback"
v = 47
value = 0

[State 4010, Sound1]
type = varset
triggerall = var(47) = 0
trigger1 = command = "forward"
trigger1 = facing = 1
trigger2 = command = "back"
trigger2 = facing = -1
triggerall = var(58) != 8
v = 47
value = 1

[State 4010, Sound1]
type = varset
triggerall = time < 920
triggerall = facing = 1
trigger1 = var(58) = 9
trigger1 = command = "forward"
v = 58
value = 8

[State 4010, Sound1]
type = varset
triggerall = time < 920
triggerall = facing = 1
trigger1 = var(58) = 8
trigger1 = command = "back"
v = 58
value = 9

[State 4010, Sound1]
type = varset
triggerall = time < 920
triggerall = facing = -1
trigger1 = var(58) = 9
trigger1 = command = "back"
v = 58
value = 8

[State 4010, Sound1]
type = varset
triggerall = time < 920
triggerall = facing = -1
trigger1 = var(58) = 8
trigger1 = command = "forward"
v = 58
value = 9

[State 4010, Sound1]
type = varset
triggerall = time < 920
triggerall = facing = 1
triggerall = var(47) != 1
trigger1 = var(58) = 8
trigger1 = command = "forward"
v = 58
value = 10

[State 4010, Sound1]
type = varset
triggerall = time < 920
triggerall = facing = -1
triggerall = var(47) != 1
trigger1 = var(58) = 8
trigger1 = command = "back"
v = 58
value = 10

[State 4010, Sound1]
type = varset
triggerall = time < 920
triggerall = facing = 1
trigger1 = var(58) = 10
trigger1 = command = "back"
v = 58
value = 8

[State 4010, Sound1]
type = varset
triggerall = time < 920
triggerall = facing = -1
trigger1 = var(58) = 10
trigger1 = command = "forward"
v = 58
value = 8

[State 4010, Sound1]
type = varadd
triggerall = time < 920
trigger1 = var(58) = 7
trigger1 = var(51) != -4
trigger1 = facing = 1
trigger1 = command = "back"
v = 51
value = -1

[State 4010, Sound1]
type = varadd
triggerall = time < 920
trigger1 = var(58) = 7
trigger1 = var(51) != 4
trigger1 = facing = 1
trigger1 = command = "forward"
v = 51
value = 1

[State 4010, Sound1]
type = varadd
triggerall = time < 920
trigger1 = var(58) = 7
trigger1 = var(51) != -4
trigger1 = facing = -1
trigger1 = command = "forward"
v = 51
value = -1

[State 4010, Sound1]
type = varadd
triggerall = time < 920
trigger1 = var(58) = 7
trigger1 = var(51) != 4
trigger1 = facing = -1
trigger1 = command = "back"
v = 51
value = 1

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 7
trigger1 = numexplod(4500) = 0
trigger1 = facing = 1
id = 4500
anim = 4500
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 7
trigger1 = numexplod(4501) = 0
trigger1 = facing = -1
id = 4501
anim = 4501
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 7
trigger1 = numexplod(4502) = 0
trigger1 = facing = 1
id = 4502
anim = 4502
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 7
trigger1 = numexplod(4534) = 0
trigger1 = facing = 1
id = 4534
anim = 4534
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 7
trigger1 = numexplod(4503) = 0
trigger1 = facing = -1
id = 4503
anim = 4503
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 7
trigger1 = numexplod(4558) = 0
trigger1 = facing = -1
id = 4558
anim = 4558
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 7
trigger1 = numexplod(4504) = 0
trigger1 = var(51) = 0
trigger1 = facing = 1
id = 4504
anim = 4504
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4504) = 1
triggerall = facing = 1
trigger1 = var(51) != 0
id = 4504

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 7
trigger1 = numexplod(4537) = 0
trigger1 = var(51) = 0
trigger1 = facing = 1
id = 4537
anim = 4537
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4537) = 1
triggerall = facing = 1
trigger1 = var(51) != 0
id = 4537

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 7
trigger1 = numexplod(4505) = 0
trigger1 = var(51) = 0
trigger1 = facing = -1
id = 4505
anim = 4505
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4505) = 1
triggerall = facing = -1
trigger1 = var(51) != 0
id = 4505

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 7
trigger1 = numexplod(4561) = 0
trigger1 = var(51) = 0
trigger1 = facing = -1
id = 4561
anim = 4561
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4561) = 1
triggerall = facing = -1
trigger1 = var(51) != 0
id = 4561


[State -3, Super effect]
type = Explod
trigger1 = var(58) = 7
trigger1 = numexplod(4506) = 0
trigger1 = var(51) > 0
trigger1 = facing = 1
id = 4506
anim = 4506
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4506) = 1
triggerall = facing = 1
trigger1 = var(51) <= 0
id = 4506

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 7
trigger1 = numexplod(4536) = 0
trigger1 = var(51) > 0
trigger1 = facing = 1
id = 4536
anim = 4536
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4536) = 1
triggerall = facing = 1
trigger1 = var(51) <= 0
id = 4536

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 7
trigger1 = numexplod(4507) = 0
trigger1 = var(51) < 0
trigger1 = facing = 1
id = 4507
anim = 4507
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4507) = 1
triggerall = facing = 1
trigger1 = var(51) >= 0
id = 4507

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 7
trigger1 = numexplod(4535) = 0
trigger1 = var(51) < 0
trigger1 = facing = 1
id = 4535
anim = 4535
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4535) = 1
triggerall = facing = 1
trigger1 = var(51) >= 0
id = 4535

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4508) = 0
triggerall = facing = 1
trigger1 = var(51) = 1
trigger2 = var(51) = -1
id = 4508
anim = 4508
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4508) = 1
triggerall = facing = 1
trigger1 = var(51) != 1
trigger1 = var(51) != -1
id = 4508

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4538) = 0
triggerall = facing = 1
trigger1 = var(51) = 1
trigger2 = var(51) = -1
id = 4538
anim = 4538
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4538) = 1
triggerall = facing = 1
trigger1 = var(51) != 1
trigger1 = var(51) != -1
id = 4538


[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4509) = 0
triggerall = facing = 1
trigger1 = var(51) = 2
trigger2 = var(51) = -2
id = 4509
anim = 4509
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4509) = 1
triggerall = facing = 1
trigger1 = var(51) != 2
trigger1 = var(51) != -2
id = 4509

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4539) = 0
triggerall = facing = 1
trigger1 = var(51) = 2
trigger2 = var(51) = -2
id = 4539
anim = 4539
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4539) = 1
triggerall = facing = 1
trigger1 = var(51) != 2
trigger1 = var(51) != -2
id = 4539

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4510) = 0
triggerall = facing = 1
trigger1 = var(51) = 3
trigger2 = var(51) = -3
id = 4510
anim = 4510
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4510) = 1
triggerall = facing = 1
trigger1 = var(51) != 3
trigger1 = var(51) != -3
id = 4510

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4540) = 0
triggerall = facing = 1
trigger1 = var(51) = 3
trigger2 = var(51) = -3
id = 4540
anim = 4540
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4540) = 1
triggerall = facing = 1
trigger1 = var(51) != 3
trigger1 = var(51) != -3
id = 4540

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4511) = 0
triggerall = facing = 1
trigger1 = var(51) = 4
trigger2 = var(51) = -4
id = 4511
anim = 4511
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4511) = 1
triggerall = facing = 1
trigger1 = var(51) != 4
trigger1 = var(51) != -4
id = 4511

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4541) = 0
triggerall = facing = 1
trigger1 = var(51) = 4
trigger2 = var(51) = -4
id = 4541
anim = 4541
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4541) = 1
triggerall = facing = 1
trigger1 = var(51) != 4
trigger1 = var(51) != -4
id = 4541

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 7
trigger1 = numexplod(4512) = 0
trigger1 = var(51) > 0
trigger1 = facing = -1
id = 4512
anim = 4512
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4512) = 1
triggerall = facing = -1
trigger1 = var(51) <= 0
id = 4512

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 7
trigger1 = numexplod(4560) = 0
trigger1 = var(51) > 0
trigger1 = facing = -1
id = 4560
anim = 4560
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4560) = 1
triggerall = facing = -1
trigger1 = var(51) <= 0
id = 4560

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 7
trigger1 = numexplod(4513) = 0
trigger1 = var(51) < 0
trigger1 = facing = -1
id = 4513
anim = 4513
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4513) = 1
triggerall = facing = -1
trigger1 = var(51) >= 0
id = 4513

[State -3, Super effect]
type = Explod
trigger1 = var(58) = 7
trigger1 = numexplod(4559) = 0
trigger1 = var(51) < 0
trigger1 = facing = -1
id = 4559
anim = 4559
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4559) = 1
triggerall = facing = -1
trigger1 = var(51) >= 0
id = 4559

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4514) = 0
triggerall = facing = -1
trigger1 = var(51) = 1
trigger2 = var(51) = -1
id = 4514
anim = 4514
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4514) = 1
triggerall = facing = -1
trigger1 = var(51) != 1
trigger1 = var(51) != -1
id = 4514

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4562) = 0
triggerall = facing = -1
trigger1 = var(51) = 1
trigger2 = var(51) = -1
id = 4562
anim = 4562
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4562) = 1
triggerall = facing = -1
trigger1 = var(51) != 1
trigger1 = var(51) != -1
id = 4562

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4515) = 0
triggerall = facing = -1
trigger1 = var(51) = 2
trigger2 = var(51) = -2
id = 4515
anim = 4515
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4515) = 1
triggerall = facing = -1
trigger1 = var(51) != 2
trigger1 = var(51) != -2
id = 4515

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4563) = 0
triggerall = facing = -1
trigger1 = var(51) = 2
trigger2 = var(51) = -2
id = 4563
anim = 4563
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4563) = 1
triggerall = facing = -1
trigger1 = var(51) != 2
trigger1 = var(51) != -2
id = 4563

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4516) = 0
triggerall = facing = -1
trigger1 = var(51) = 3
trigger2 = var(51) = -3
id = 4516
anim = 4516
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4516) = 1
triggerall = facing = -1
trigger1 = var(51) != 3
trigger1 = var(51) != -3
id = 4516

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4564) = 0
triggerall = facing = -1
trigger1 = var(51) = 3
trigger2 = var(51) = -3
id = 4564
anim = 4564
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4564) = 1
triggerall = facing = -1
trigger1 = var(51) != 3
trigger1 = var(51) != -3
id = 4564

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4517) = 0
triggerall = facing = -1
trigger1 = var(51) = 4
trigger2 = var(51) = -4
id = 4517
anim = 4517
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4517) = 1
triggerall = facing = -1
trigger1 = var(51) != 4
trigger1 = var(51) != -4
id = 4517

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4565) = 0
triggerall = facing = -1
trigger1 = var(51) = 4
trigger2 = var(51) = -4
id = 4565
anim = 4565
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4565) = 1
triggerall = facing = -1
trigger1 = var(51) != 4
trigger1 = var(51) != -4
id = 4565

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4518) = 0
triggerall = facing = 1
trigger1 = var(51) < 1
id = 4518
anim = 4518
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4518) = 1
triggerall = facing = 1
trigger1 = var(51) >= 1
id = 4518

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4542) = 0
triggerall = facing = 1
trigger1 = var(51) > -1
id = 4542
anim = 4542
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4542) = 1
triggerall = facing = 1
trigger1 = var(51) <= -1
id = 4542

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4519) = 0
triggerall = facing = 1
trigger1 = var(51) < 2
id = 4519
anim = 4519
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4519) = 1
triggerall = facing = 1
trigger1 = var(51) >= 2
id = 4519

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4543) = 0
triggerall = facing = 1
trigger1 = var(51) > -2
id = 4543
anim = 4543
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4543) = 1
triggerall = facing = 1
trigger1 = var(51) <= -2
id = 4543

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4520) = 0
triggerall = facing = 1
trigger1 = var(51) < 3
id = 4520
anim = 4520
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4520) = 1
triggerall = facing = 1
trigger1 = var(51) >= 3
id = 4520

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4544) = 0
triggerall = facing = 1
trigger1 = var(51) > -3
id = 4544
anim = 4544
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4544) = 1
triggerall = facing = 1
trigger1 = var(51) <= -3
id = 4544

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4521) = 0
triggerall = facing = 1
trigger1 = var(51) < 4
id = 4521
anim = 4521
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4521) = 1
triggerall = facing = 1
trigger1 = var(51) = 4
id = 4521

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4545) = 0
triggerall = facing = 1
trigger1 = var(51) > -4
id = 4545
anim = 4545
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4545) = 1
triggerall = facing = 1
trigger1 = var(51) = -4
id = 4545

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4522) = 0
triggerall = facing = -1
trigger1 = var(51) < 1
id = 4522
anim = 4522
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4522) = 1
triggerall = facing = -1
trigger1 = var(51) >= 1
id = 4522

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4546) = 0
triggerall = facing = -1
trigger1 = var(51) > -1
id = 4546
anim = 4546
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4546) = 1
triggerall = facing = -1
trigger1 = var(51) <= -1
id = 4546

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4523) = 0
triggerall = facing = -1
trigger1 = var(51) < 2
id = 4523
anim = 4523
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4523) = 1
triggerall = facing = -1
trigger1 = var(51) >= 2
id = 4523

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4547) = 0
triggerall = facing = -1
trigger1 = var(51) > -2
id = 4547
anim = 4547
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4547) = 1
triggerall = facing = -1
trigger1 = var(51) <= -2
id = 4547

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4524) = 0
triggerall = facing = -1
trigger1 = var(51) < 3
id = 4524
anim = 4524
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4524) = 1
triggerall = facing = -1
trigger1 = var(51) >= 3
id = 4524

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4548) = 0
triggerall = facing = -1
trigger1 = var(51) > -3
id = 4548
anim = 4548
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4548) = 1
triggerall = facing = -1
trigger1 = var(51) <= -3
id = 4548

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4525) = 0
triggerall = facing = -1
trigger1 = var(51) < 4
id = 4525
anim = 4525
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4525) = 1
triggerall = facing = -1
trigger1 = var(51) >= 4
id = 4525

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4549) = 0
triggerall = facing = -1
trigger1 = var(51) > -4
id = 4549
anim = 4549
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4549) = 1
triggerall = facing = -1
trigger1 = var(51) <= -4
id = 4549

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4526) = 0
triggerall = facing = 1
trigger1 = var(51) > 0
id = 4526
anim = 4526
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4526) = 1
triggerall = facing = 1
trigger1 = var(51) < 1
id = 4526

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4550) = 0
triggerall = facing = 1
trigger1 = var(51) < 0
id = 4550
anim = 4550
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4550) = 1
triggerall = facing = 1
trigger1 = var(51) > -1
id = 4550

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4527) = 0
triggerall = facing = 1
trigger1 = var(51) > 1
id = 4527
anim = 4527
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4527) = 1
triggerall = facing = 1
trigger1 = var(51) < 2
id = 4527

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4551) = 0
triggerall = facing = 1
trigger1 = var(51) < -1
id = 4551
anim = 4551
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4551) = 1
triggerall = facing = 1
trigger1 = var(51) > -2
id = 4551

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4528) = 0
triggerall = facing = 1
trigger1 = var(51) > 2
id = 4528
anim = 4528
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4528) = 1
triggerall = facing = 1
trigger1 = var(51) < 3
id = 4528

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4552) = 0
triggerall = facing = 1
trigger1 = var(51) < -2
id = 4552
anim = 4552
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4552) = 1
triggerall = facing = 1
trigger1 = var(51) > -3
id = 4552

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4529) = 0
triggerall = facing = 1
trigger1 = var(51) = 4
id = 4529
anim = 4529
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4529) = 1
triggerall = facing = 1
trigger1 = var(51) < 4
id = 4529

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4553) = 0
triggerall = facing = 1
trigger1 = var(51) = -4
id = 4553
anim = 4553
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4553) = 1
triggerall = facing = 1
trigger1 = var(51) > -4
id = 4553

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4530) = 0
triggerall = facing = -1
trigger1 = var(51) > 0
id = 4530
anim = 4530
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4530) = 1
triggerall = facing = -1
trigger1 = var(51) < 1
id = 4530

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4554) = 0
triggerall = facing = -1
trigger1 = var(51) < 0
id = 4554
anim = 4554
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4554) = 1
triggerall = facing = -1
trigger1 = var(51) > -1
id = 4554


[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4531) = 0
triggerall = facing = -1
trigger1 = var(51) > 1
id = 4531
anim = 4531
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4531) = 1
triggerall = facing = -1
trigger1 = var(51) < 2
id = 4531

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4555) = 0
triggerall = facing = -1
trigger1 = var(51) < -1
id = 4555
anim = 4555
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4555) = 1
triggerall = facing = -1
trigger1 = var(51) > -2
id = 4555

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4532) = 0
triggerall = facing = -1
trigger1 = var(51) > 2
id = 4532
anim = 4532
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4532) = 1
triggerall = facing = -1
trigger1 = var(51) < 3
id = 4532

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4556) = 0
triggerall = facing = -1
trigger1 = var(51) < -2
id = 4556
anim = 4556
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4556) = 1
triggerall = facing = -1
trigger1 = var(51) > -3
id = 4556

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4533) = 0
triggerall = facing = -1
trigger1 = var(51) = 4
id = 4533
anim = 4533
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4533) = 1
triggerall = facing = -1
trigger1 = var(51) < 4
id = 4533

[State -3, Super effect]
type = Explod
triggerall = var(58) = 7
triggerall = numexplod(4557) = 0
triggerall = facing = -1
trigger1 = var(51) = -4
id = 4557
anim = 4557
postype = left
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 800
ontop = 1

[State -3, Super effect]
type = RemoveExplod
triggerall = var(58) = 7
triggerall = numexplod(4557) = 1
triggerall = facing = -1
trigger1 = var(51) > -4
id = 4557

;---------------------------------------------------------------------------
;Vs. Evil Ken
[Statedef 4010]
type = S
ctrl = 0
anim = 0

[State 4010, Sound1]
type = PlaySnd
trigger1 = Time = 10
value = S4000, 0
volume = 200
channel = 22
loop = 1

[State 4010, Varset]
type = VarSet
trigger1 = Time = 0
V = 59
Value = 1

[State 4010, Sound2]
type = stopsnd
trigger1 = Time = 900
channel = 22

[State 4010, Super effect]
type = Explod
trigger1 = Time = 50
id = 4010
anim = 4010
pos= 100, 10
postype = left
removetime = 900
sprpriority = 5
ontop = 1
bindtime = -1

[State 4010, Super effect]
type = Explod
trigger1 = Time = 50
id = 4011
anim = 4011
pos= 0, 185
postype = left
removetime = 900
sprpriority = 5
ontop = 1
bindtime = -1

[State 4010, Super effect]
type = Explod
trigger1 = Time = 0
id = 4100
anim = 4100
pos = -40, -40
removetime = 950

[State 4010, Super effect]
type = Explod
trigger1 = Time = 950
id = 4101
anim = 4101
pos = -40, -40
removetime = 100

[State 4010, Super effect]
type = Explod
trigger1 = Time = 950
id = 4102
anim = 4102
pos = -40, -40
removetime = 100

[State 4010, Super effect]
type = Explod
trigger1 = Time = 0
id = 4202
anim = 4202
postype = left
pos= 0, -40
removetime = 950
sprpriority = 4
ontop = 1
bindtime = -1

[State 4010, Super effect]
type = Explod
trigger1 = Time = 0
id = 4203
anim = 4203
postype = left
pos= 0, 235
removetime = 950
sprpriority = 4
ontop = 1
bindtime = -1

[State 4010, Super effect]
type = Explod
trigger1 = Time = 0
id = 4001
anim = 4001
postype = left
pos= 0, -40
removetime = 950
sprpriority = 4
ontop = 1
bindtime = -1

[State 4010, Super effect]
type = Explod
trigger1 = Time = 0
id = 4004
anim = 4004
postype = right
pos= 0, 235
removetime = 950
sprpriority = 4
ontop = 1
bindtime = -1

[State 4010, End]
type = AssertSpecial
trigger1 = Time = [0,900]
flag = Intro
flag2 = NoMusic

;---------------------------------------------------------------------------
;Vs. Ryu
[Statedef 4020]
type = S
ctrl = 0
anim = 0

[State 4020, Varset]
type = VarSet
trigger1 = Time = 0
V = 59
Value = 2

[State 4020, Sound1]
type = PlaySnd
trigger1 = Time = 10
value = S4000, 0
volume = 200
channel = 22
loop = 1

[State 4020, Sound1]
type = stopsnd
trigger1 = Time = 1150
channel = 22

[State 4020, Super effect]
type = Explod
trigger1 = Time = 50
id = 4020
anim = 4020
pos= 100, 10
postype = left
removetime = 1100
sprpriority = 5
ontop = 1
bindtime = -1

[State 4020, Super effect]
type = Explod
trigger1 = Time = 50
id = 4021
anim = 4021
pos= 0, 185
postype = left
removetime = 1100
sprpriority = 5
ontop = 1
bindtime = -1

[State 4020, Super effect]
type = Explod
trigger1 = Time = 0
id = 4100
anim = 4100
pos = -40, -40
removetime = 1150

[State 4020, Super effect]
type = Explod
trigger1 = Time = 1150
id = 4101
anim = 4101
pos = -40, -40
removetime = 100

[State 4020, Super effect]
type = Explod
trigger1 = Time = 1150
id = 4102
anim = 4102
pos = -40, -40
removetime = 100

[State 4020, Super effect]
type = Explod
trigger1 = Time = 0
id = 4202
anim = 4202
postype = left
pos= 0, -40
removetime = 1150
sprpriority = 4
ontop = 1
bindtime = -1

[State 4020, Super effect]
type = Explod
trigger1 = Time = 0
id = 4203
anim = 4203
postype = left
pos= 0, 235
removetime = 1150
sprpriority = 4
ontop = 1
bindtime = -1

[State 4020, Super effect]
type = Explod
trigger1 = Time = 0
id = 4001
anim = 4001
pos= 0, -40
postype = left
removetime = 1150
sprpriority = 4
ontop = 1
bindtime = -1

[State 4020, Super effect]
type = Explod
trigger1 = Time = 0
id = 4007
anim = 4007
pos= 0, 235
postype = right
removetime = 1150
sprpriority = 4
ontop = 1
bindtime = -1

[State 4020, End]
type = AssertSpecial
trigger1 = Time = [0,1200]
flag = Intro
flag2 = NoMusic

;---------------------------------------------------------------------------
;Vs. Gen
[Statedef 4030]
type = S
ctrl = 0
anim = 0

[State 4030, Varset]
type = VarSet
trigger1 = Time = 0
V = 59
Value = 3

[State 4030, Sound1]
type = PlaySnd
trigger1 = Time = 10
value = S4000, 0
volume = 200
channel = 22
loop = 1

[State 4030, Sound2]
type = stopsnd
trigger1 = Time = 1250
channel = 22

[State 4030, Super effect]
type = Explod
trigger1 = Time = 50
id = 4030
anim = 4030
pos= 100, 10
postype = left
removetime = 1200
sprpriority = 5
ontop = 1
bindtime = -1

[State 4030, Super effect]
type = Explod
trigger1 = Time = 50
id = 4031
anim = 4031
pos= 0, 185
postype = left
removetime = 1200
sprpriority = 5
ontop = 1
bindtime = -1


[State 4030, Super effect]
type = Explod
trigger1 = Time = 0
id = 4202
anim = 4202
postype = left
pos= 0, -40
removetime = 1250
sprpriority = 4
ontop = 1
bindtime = -1

[State 4030, Super effect]
type = Explod
trigger1 = Time = 0
id = 4203
anim = 4203
postype = left
pos= 0, 235
removetime = 1250
sprpriority = 4
ontop = 1
bindtime = -1

[State 4030, Super effect]
type = Explod
trigger1 = Time = 0
id = 4000
anim = 4000
pos= 0, -40
postype = left
removetime = 1250
sprpriority = 4
ontop = 1
bindtime = -1

[State 4030, Super effect]
type = Explod
trigger1 = Time = 0
id = 4003
anim = 4003
pos= 0, 235
postype = right
removetime = 1250
sprpriority = 4
ontop = 1
bindtime = -1

[State 4030, End]
type = AssertSpecial
trigger1 = Time = [0,1300]
flag = Intro
flag2 = NoMusic

;---------------------------------------------------------------------------
;Vs. M.Bison
[Statedef 4040]
type = S
ctrl = 0
anim = 0

[State 4040, Varset]
type = VarSet
trigger1 = Time = 0
V = 59
Value = 4

[State 4040, Sound1]
type = PlaySnd
trigger1 = Time = 10
value = S4000, 0
volume = 200
channel = 22
loop = 1

[State 4040, Sound2]
type = stopsnd
trigger1 = Time = 1550
channel = 22

[State 4040, Super effect]
type = Explod
trigger1 = Time = 50
id = 4040
anim = 4040
pos= 100, 10
postype = left
removetime = 1500
sprpriority = 5
ontop = 1
bindtime = -1

[State 4040, Super effect]
type = Explod
trigger1 = Time = 50
id = 4041
anim = 4041
pos= 0, 185
postype = left
removetime = 1500
sprpriority = 5
ontop = 1
bindtime = -1

[State 4040, Super effect]
type = Explod
trigger1 = Time = 0
id = 4202
anim = 4202
postype = left
pos= 0, -40
removetime = 1550
sprpriority = 4
ontop = 1
bindtime = -1

[State 4040, Super effect]
type = Explod
trigger1 = Time = 0
id = 4203
anim = 4203
postype = left
pos= 0, 235
removetime = 1550
sprpriority = 4
ontop = 1
bindtime = -1

[State 4040, Super effect]
type = Explod
trigger1 = Time = 0
id = 4000
anim = 4000
pos= 0, -40
postype = left
removetime = 1550
sprpriority = 4
ontop = 1
bindtime = -1

[State 4040, Super effect]
type = Explod
trigger1 = Time = 0
id = 4201
anim = 4201
pos= 0, 235
postype = right
removetime = 1550
sprpriority = 4
ontop = 1
bindtime = -1

[State 4040, End]
type = AssertSpecial
trigger1 = Time = [0,1500]
flag = Intro
flag2 = NoMusic

;---------------------------------------------------------------------------
;Vs. Birdie
[Statedef 4050]
type = S
ctrl = 0
anim = 0

[State 4050, Varset]
type = VarSet
trigger1 = Time = 0
V = 59
Value = 5

[State 4050, Sound1]
type = PlaySnd
trigger1 = Time = 10
value = S4000, 0
volume = 200
channel = 22
loop = 1

[State 4050, Sound2]
type = stopsnd
trigger1 = Time = 800
channel = 22

[State 4050, Super effect]
type = Explod
trigger1 = Time = 50
id = 4050
anim = 4050
pos= 100, 10
postype = left
removetime = 750
sprpriority = 5
ontop = 1
bindtime = -1

[State 4050, Super effect]
type = Explod
trigger1 = Time = 50
id = 4051
anim = 4051
pos= 0, 185
postype = left
removetime = 750
sprpriority = 5
ontop = 1
bindtime = -1

[State 4050, Super effect]
type = Explod
trigger1 = Time = 0
id = 4202
anim = 4202
postype = left
pos= 0, -40
removetime = 800
sprpriority = 4
ontop = 1
bindtime = -1

[State 4050, Super effect]
type = Explod
trigger1 = Time = 0
id = 4203
anim = 4203
postype = left
pos= 0, 235
removetime = 800
sprpriority = 4
ontop = 1
bindtime = -1

[State 4050, Super effect]
type = Explod
trigger1 = Time = 0
id = 4000
anim = 4000
pos= 0, -40
postype = left
removetime = 800
sprpriority = 4
ontop = 1
bindtime = -1

[State 4050, Super effect]
type = Explod
trigger1 = Time = 0
id = 4006
anim = 4006
pos= 0, 235
postype = right
removetime = 800
sprpriority = 4
ontop = 1
bindtime = -1

[State 4050, End]
type = AssertSpecial
trigger1 = Time = [0,820]
flag = Intro
flag2 = NoMusic

;---------------------------------------------------------------------------
;Vs. Vega
[Statedef 4060]
type = S
ctrl = 0
anim = 0

[State 4060, Varset]
type = VarSet
trigger1 = Time = 0
V = 59
Value = 6

[State 4060, Sound1]
type = PlaySnd
trigger1 = Time = 10
value = S4000, 0
volume = 200
channel = 22
loop = 1

[State 4060, Sound2]
type = stopsnd
trigger1 = Time = 950
channel = 22

[State 4060, Super effect]
type = Explod
trigger1 = Time = 50
id = 4060
anim = 4060
pos= 100, 10
postype = left
removetime = 900
sprpriority = 5
ontop = 1
bindtime = -1

[State 4060, Super effect]
type = Explod
trigger1 = Time = 50
id = 4061
anim = 4061
pos= 0, 185
postype = left
removetime = 900
sprpriority = 5
ontop = 1
bindtime = -1

[State 4060, Super effect]
type = Explod
trigger1 = Time = 0
id = 4202
anim = 4202
postype = left
pos= 0, -40
removetime = 950
sprpriority = 4
ontop = 1
bindtime = -1

[State 4060, Super effect]
type = Explod
trigger1 = Time = 0
id = 4203
anim = 4203
postype = left
pos= 0, 235
removetime = 950
sprpriority = 4
ontop = 1
bindtime = -1

[State 4060, Super effect]
type = Explod
trigger1 = Time = 0
id = 4000
anim = 4000
pos= 0, -40
postype = left
removetime = 950
sprpriority = 4
ontop = 1
bindtime = -1

[State 4060, Super effect]
type = Explod
trigger1 = Time = 0
id = 4008
anim = 4008
pos= 0, 235
postype = right
removetime = 950
sprpriority = 4
ontop = 1
bindtime = -1

[State 4060, End]
type = AssertSpecial
trigger1 = Time = [0,1000]
flag = Intro
flag2 = NoMusic

;---------------------------------------------------------------------------
;Vs. Sagat
[Statedef 4070]
type = S
ctrl = 0
anim = 0

[State 4070, Varset]
type = VarSet
trigger1 = Time = 0
V = 59
Value = 7

[State 4070, Sound1]
type = PlaySnd
trigger1 = Time = 10
value = S4000, 0
volume = 200
channel = 22
loop = 1

[State 4070, Sound2]
type = stopsnd
trigger1 = Time = 1150
channel = 22

[State 4070, Super effect]
type = Explod
trigger1 = Time = 50
id = 4070
anim = 4070
pos= 100, 10
postype = left
removetime = 1100
sprpriority = 5
ontop = 1
bindtime = -1

[State 4070, Super effect]
type = Explod
trigger1 = Time = 50
id = 4071
anim = 4071
pos= 0, 185
postype = left
removetime = 1100
sprpriority = 5
ontop = 1
bindtime = -1

[State 4070, Super effect]
type = Explod
trigger1 = Time = 0
id = 4100
anim = 4100
pos = -40, -40
removetime = 1150

[State 4070, Super effect]
type = Explod
trigger1 = Time = 1150
id = 4101
anim = 4101
pos = -40, -40
removetime = 100

[State 4070, Super effect]
type = Explod
trigger1 = Time = 1150
id = 4102
anim = 4102
pos = -40, -40
removetime = 100

[State 4070, Super effect]
type = Explod
trigger1 = Time = 0
id = 4202
anim = 4202
postype = left
pos= 0, -40
removetime = 1150
sprpriority = 4
ontop = 1
bindtime = -1

[State 4070, Super effect]
type = Explod
trigger1 = Time = 0
id = 4203
anim = 4203
postype = left
pos= 0, 235
removetime = 1150
sprpriority = 4
ontop = 1
bindtime = -1

[State 4070, Super effect]
type = Explod
trigger1 = Time = 0
id = 4001
anim = 4001
postype = left
pos= 0, -40
removetime = 1150
sprpriority = 4
ontop = 1
bindtime = -1

[State 4070, Super effect]
type = Explod
trigger1 = Time = 0
id = 4005
anim = 4005
postype = right
pos= 0, 235
removetime = 1150
sprpriority = 4
ontop = 1
bindtime = -1

[State 4070, End]
type = AssertSpecial
trigger1 = Time = [0,1200]
flag = Intro
flag2 = NoMusic

;---------------------------------------------------------------------------
;Vs. Cammy
[Statedef 4080]
type = S
ctrl = 0
anim = 0

[State 4080, Varset]
type = VarSet
trigger1 = Time = 0
V = 59
Value = 8

[State 4080, Sound1]
type = PlaySnd
trigger1 = Time = 10
value = S4000, 0
volume = 200
channel = 22
loop = 1

[State 4080, Sound1]
type = stopsnd
trigger1 = Time = 1250
channel = 22

[State 4080, Super effect]
type = Explod
trigger1 = Time = 50
id = 4080
anim = 4080
pos= 100, 10
postype = left
removetime = 1200
sprpriority = 5
ontop = 1
bindtime = -1

[State 4080, Super effect]
type = Explod
trigger1 = Time = 50
id = 4081
anim = 4081
pos= 0, 185
postype = left
removetime = 1200
sprpriority = 5
ontop = 1
bindtime = -1

[State 4080, Super effect]
type = Explod
trigger1 = Time = 0
id = 4100
anim = 4100
pos = -40, -40
removetime = 1250

[State 4080, Super effect]
type = Explod
trigger1 = Time = 1250
id = 4101
anim = 4101
pos = -40, -40
removetime = 100

[State 4080, Super effect]
type = Explod
trigger1 = Time = 1250
id = 4102
anim = 4102
pos = -40, -40
removetime = 100

[State 4080, Super effect]
type = Explod
trigger1 = Time = 0
id = 4202
anim = 4202
postype = left
pos= 0, -40
removetime = 1250
sprpriority = 4
ontop = 1
bindtime = -1

[State 4080, Super effect]
type = Explod
trigger1 = Time = 0
id = 4203
anim = 4203
postype = left
pos= 0, 235
removetime = 1250
sprpriority = 4
ontop = 1
bindtime = -1

[State 4080, Super effect]
type = Explod
trigger1 = Time = 0
id = 4001
anim = 4001
pos= 0, -40
postype = left
removetime = 1250
sprpriority = 4
ontop = 1
bindtime = -1

[State 4080, Super effect]
type = Explod
trigger1 = Time = 0
id = 4002
anim = 4002
pos= 0, 235
postype = right
removetime = 1250
sprpriority = 4
ontop = 1
bindtime = -1

[State 4080, End]
type = AssertSpecial
trigger1 = Time = [0,1300]
flag = Intro
flag2 = NoMusic

;---------------------------------------------------------------------------
;Vs. Akuma
[Statedef 4090]
type = S
ctrl = 0
anim = 0

[State 4090, Varset]
type = VarSet
trigger1 = Time = 0
V = 59
Value = 9

[State 4090, Sound1]
type = PlaySnd
trigger1 = Time = 10
value = S4000, 0
volume = 200
channel = 22
loop = 1

[State 4090, Sound2]
type = stopsnd
trigger1 = Time = 650
channel = 22

[State 4090, Super effect]
type = Explod
trigger1 = Time = 50
id = 4090
anim = 4090
postype = left
pos= 100, 10
removetime = 600
sprpriority = 5
ontop = 1
bindtime = -1

[State 4090, Super effect]
type = Explod
trigger1 = Time = 50
id = 4091
anim = 4091
pos= 0, 185
postype = left
removetime = 600
sprpriority = 5
ontop = 1
bindtime = -1

[State 4090, Super effect]
type = Explod
trigger1 = Time = 0
id = 4100
anim = 4100
pos = -40, -40
removetime = 650

[State 4090, Super effect]
type = Explod
trigger1 = Time = 650
id = 4101
anim = 4101
pos = -40, -40
removetime = 100

[State 4090, Super effect]
type = Explod
trigger1 = Time = 650
id = 4102
anim = 4102
pos = -40, -40
removetime = 100

[State 4090, Super effect]
type = Explod
trigger1 = Time = 0
id = 4202
anim = 4202
postype = left
pos= 0, -40
removetime = 650
sprpriority = 4
ontop = 1
bindtime = -1

[State 4090, Super effect]
type = Explod
trigger1 = Time = 0
id = 4203
anim = 4203
postype = left
pos= 0, 235
removetime = 650
sprpriority = 4
ontop = 1
bindtime = -1

[State 4090, Super effect]
type = Explod
trigger1 = Time = 0
id = 4001
anim = 4001
postype = left
pos= 0, -40
removetime = 650
sprpriority = 4
ontop = 1
bindtime = -1

[State 4090, Super effect]
type = Explod
trigger1 = Time = 0
id = 4009
anim = 4009
postype = right
pos= 0, 235
removetime = 650
sprpriority = 4
ontop = 1
bindtime = -1

[State 4090, End]
type = AssertSpecial
trigger1 = Time = [0,700]
flag = Intro
flag2 = NoMusic
;---------------------------------------------------------------------------
;Vs. Evil Ken
[Statedef 4110]
type = S
ctrl = 0
anim = 0

[State 4010, Sound1]
type = PlaySnd
trigger1 = Time = 10
value = S4000, 0
volume = 200
channel = 22
loop = 1

[State 4010, Varset]
type = VarSet
trigger1 = Time = 0
V = 59
Value = 1

[State 4010, Sound2]
type = stopsnd
trigger1 = Time = 900
channel = 22

[State 4010, Super effect]
type = Explod
trigger1 = Time = 50
id = 4010
anim = 4010
pos= 100, 10
postype = left
removetime = 900
sprpriority = 5
ontop = 1
bindtime = -1

[State 4010, Super effect]
type = Explod
trigger1 = Time = 50
id = 4011
anim = 4011
pos= 0, 185
postype = left
removetime = 900
sprpriority = 5
ontop = 1
bindtime = -1

[State 4010, Super effect]
type = Explod
trigger1 = Time = 0
id = 4100
anim = 4100
pos = -40, -40
removetime = 950

[State 4010, Super effect]
type = Explod
trigger1 = Time = 950
id = 4101
anim = 4101
pos = -40, -40
removetime = 100

[State 4010, Super effect]
type = Explod
trigger1 = Time = 950
id = 4102
anim = 4102
pos = -40, -40
removetime = 100

[State 4010, Super effect]
type = Explod
trigger1 = Time = 0
id = 4202
anim = 4202
postype = left
pos= 0, -40
removetime = 950
sprpriority = 4
ontop = 1
bindtime = -1

[State 4010, Super effect]
type = Explod
trigger1 = Time = 0
id = 4203
anim = 4203
postype = left
pos= 0, 235
removetime = 950
sprpriority = 4
ontop = 1
bindtime = -1

[State 4010, Super effect]
type = Explod
trigger1 = Time = 0
id = 4001
anim = 4001
postype = left
pos= 0, -40
removetime = 950
sprpriority = 4
ontop = 1
bindtime = -1

[State 4010, Super effect]
type = Explod
trigger1 = Time = 0
id = 4004
anim = 4004
postype = right
pos= 0, 235
removetime = 950
sprpriority = 4
ontop = 1
bindtime = -1

[State 4010, End]
type = AssertSpecial
trigger1 = Time = [0,900]
flag = Intro
flag2 = NoMusic

;---------------------------------------------------------------------------
;Vs. Ryu
[Statedef 4120]
type = S
ctrl = 0
anim = 0

[State 4020, Varset]
type = VarSet
trigger1 = Time = 0
V = 59
Value = 2

[State 4020, Sound1]
type = PlaySnd
trigger1 = Time = 10
value = S4000, 0
volume = 200
channel = 22
loop = 1

[State 4020, Sound1]
type = stopsnd
trigger1 = Time = 1150
channel = 22

[State 4020, Super effect]
type = Explod
trigger1 = Time = 50
id = 4020
anim = 4020
pos= 100, 10
postype = left
removetime = 1100
sprpriority = 5
ontop = 1
bindtime = -1

[State 4020, Super effect]
type = Explod
trigger1 = Time = 50
id = 4021
anim = 4021
pos= 0, 185
postype = left
removetime = 1100
sprpriority = 5
ontop = 1
bindtime = -1

[State 4020, Super effect]
type = Explod
trigger1 = Time = 0
id = 4100
anim = 4100
pos = -40, -40
removetime = 1150

[State 4020, Super effect]
type = Explod
trigger1 = Time = 1150
id = 4101
anim = 4101
pos = -40, -40
removetime = 100

[State 4020, Super effect]
type = Explod
trigger1 = Time = 1150
id = 4102
anim = 4102
pos = -40, -40
removetime = 100

[State 4020, Super effect]
type = Explod
trigger1 = Time = 0
id = 4202
anim = 4202
postype = left
pos= 0, -40
removetime = 1150
sprpriority = 4
ontop = 1
bindtime = -1

[State 4020, Super effect]
type = Explod
trigger1 = Time = 0
id = 4203
anim = 4203
postype = left
pos= 0, 235
removetime = 1150
sprpriority = 4
ontop = 1
bindtime = -1

[State 4020, Super effect]
type = Explod
trigger1 = Time = 0
id = 4001
anim = 4001
pos= 0, -40
postype = left
removetime = 1150
sprpriority = 4
ontop = 1
bindtime = -1

[State 4020, Super effect]
type = Explod
trigger1 = Time = 0
id = 4007
anim = 4007
pos= 0, 235
postype = right
removetime = 1150
sprpriority = 4
ontop = 1
bindtime = -1

[State 4020, End]
type = AssertSpecial
trigger1 = Time = [0,1200]
flag = Intro
flag2 = NoMusic

;---------------------------------------------------------------------------
;Vs. Gen
[Statedef 4130]
type = S
ctrl = 0
anim = 0

[State 4030, Varset]
type = VarSet
trigger1 = Time = 0
V = 59
Value = 3

[State 4030, Sound1]
type = PlaySnd
trigger1 = Time = 10
value = S4000, 0
volume = 200
channel = 22
loop = 1

[State 4030, Sound2]
type = stopsnd
trigger1 = Time = 1250
channel = 22

[State 4030, Super effect]
type = Explod
trigger1 = Time = 50
id = 4030
anim = 4030
pos= 100, 10
postype = left
removetime = 1200
sprpriority = 5
ontop = 1
bindtime = -1

[State 4030, Super effect]
type = Explod
trigger1 = Time = 50
id = 4031
anim = 4031
pos= 0, 185
postype = left
removetime = 1200
sprpriority = 5
ontop = 1
bindtime = -1


[State 4030, Super effect]
type = Explod
trigger1 = Time = 0
id = 4202
anim = 4202
postype = left
pos= 0, -40
removetime = 1250
sprpriority = 4
ontop = 1
bindtime = -1

[State 4030, Super effect]
type = Explod
trigger1 = Time = 0
id = 4203
anim = 4203
postype = left
pos= 0, 235
removetime = 1250
sprpriority = 4
ontop = 1
bindtime = -1

[State 4030, Super effect]
type = Explod
trigger1 = Time = 0
id = 4000
anim = 4000
pos= 0, -40
postype = left
removetime = 1250
sprpriority = 4
ontop = 1
bindtime = -1

[State 4030, Super effect]
type = Explod
trigger1 = Time = 0
id = 4003
anim = 4003
pos= 0, 235
postype = right
removetime = 1250
sprpriority = 4
ontop = 1
bindtime = -1

[State 4030, End]
type = AssertSpecial
trigger1 = Time = [0,1300]
flag = Intro
flag2 = NoMusic

;---------------------------------------------------------------------------
;Vs. M.Bison
[Statedef 4140]
type = S
ctrl = 0
anim = 0

[State 4040, Varset]
type = VarSet
trigger1 = Time = 0
V = 59
Value = 4

[State 4040, Sound1]
type = PlaySnd
trigger1 = Time = 10
value = S4000, 0
volume = 200
channel = 22
loop = 1

[State 4040, Sound2]
type = stopsnd
trigger1 = Time = 1550
channel = 22

[State 4040, Super effect]
type = Explod
trigger1 = Time = 50
id = 4040
anim = 4040
pos= 100, 10
postype = left
removetime = 1500
sprpriority = 5
ontop = 1
bindtime = -1

[State 4040, Super effect]
type = Explod
trigger1 = Time = 50
id = 4041
anim = 4041
pos= 0, 185
postype = left
removetime = 1500
sprpriority = 5
ontop = 1
bindtime = -1

[State 4040, Super effect]
type = Explod
trigger1 = Time = 0
id = 4202
anim = 4202
postype = left
pos= 0, -40
removetime = 1550
sprpriority = 4
ontop = 1
bindtime = -1

[State 4040, Super effect]
type = Explod
trigger1 = Time = 0
id = 4203
anim = 4203
postype = left
pos= 0, 235
removetime = 1550
sprpriority = 4
ontop = 1
bindtime = -1

[State 4040, Super effect]
type = Explod
trigger1 = Time = 0
id = 4000
anim = 4000
pos= 0, -40
postype = left
removetime = 1550
sprpriority = 4
ontop = 1
bindtime = -1

[State 4040, Super effect]
type = Explod
trigger1 = Time = 0
id = 4201
anim = 4201
pos= 0, 235
postype = right
removetime = 1550
sprpriority = 4
ontop = 1
bindtime = -1

[State 4040, End]
type = AssertSpecial
trigger1 = Time = [0,1500]
flag = Intro
flag2 = NoMusic

;---------------------------------------------------------------------------
;Vs. Birdie
[Statedef 4150]
type = S
ctrl = 0
anim = 0

[State 4050, Varset]
type = VarSet
trigger1 = Time = 0
V = 59
Value = 5

[State 4050, Sound1]
type = PlaySnd
trigger1 = Time = 10
value = S4000, 0
volume = 200
channel = 22
loop = 1

[State 4050, Sound2]
type = stopsnd
trigger1 = Time = 800
channel = 22

[State 4050, Super effect]
type = Explod
trigger1 = Time = 50
id = 4050
anim = 4050
pos= 100, 10
postype = left
removetime = 750
sprpriority = 5
ontop = 1
bindtime = -1

[State 4050, Super effect]
type = Explod
trigger1 = Time = 50
id = 4051
anim = 4051
pos= 0, 185
postype = left
removetime = 750
sprpriority = 5
ontop = 1
bindtime = -1

[State 4050, Super effect]
type = Explod
trigger1 = Time = 0
id = 4202
anim = 4202
postype = left
pos= 0, -40
removetime = 800
sprpriority = 4
ontop = 1
bindtime = -1

[State 4050, Super effect]
type = Explod
trigger1 = Time = 0
id = 4203
anim = 4203
postype = left
pos= 0, 235
removetime = 800
sprpriority = 4
ontop = 1
bindtime = -1

[State 4050, Super effect]
type = Explod
trigger1 = Time = 0
id = 4000
anim = 4000
pos= 0, -40
postype = left
removetime = 800
sprpriority = 4
ontop = 1
bindtime = -1

[State 4050, Super effect]
type = Explod
trigger1 = Time = 0
id = 4006
anim = 4006
pos= 0, 235
postype = right
removetime = 800
sprpriority = 4
ontop = 1
bindtime = -1

[State 4050, End]
type = AssertSpecial
trigger1 = Time = [0,820]
flag = Intro
flag2 = NoMusic

;---------------------------------------------------------------------------
;Vs. Vega
[Statedef 4160]
type = S
ctrl = 0
anim = 0

[State 4060, Varset]
type = VarSet
trigger1 = Time = 0
V = 59
Value = 6

[State 4060, Sound1]
type = PlaySnd
trigger1 = Time = 10
value = S4000, 0
volume = 200
channel = 22
loop = 1

[State 4060, Sound2]
type = stopsnd
trigger1 = Time = 950
channel = 22

[State 4060, Super effect]
type = Explod
trigger1 = Time = 50
id = 4060
anim = 4060
pos= 100, 10
postype = left
removetime = 900
sprpriority = 5
ontop = 1
bindtime = -1

[State 4060, Super effect]
type = Explod
trigger1 = Time = 50
id = 4061
anim = 4061
pos= 0, 185
postype = left
removetime = 900
sprpriority = 5
ontop = 1
bindtime = -1

[State 4060, Super effect]
type = Explod
trigger1 = Time = 0
id = 4202
anim = 4202
postype = left
pos= 0, -40
removetime = 950
sprpriority = 4
ontop = 1
bindtime = -1

[State 4060, Super effect]
type = Explod
trigger1 = Time = 0
id = 4203
anim = 4203
postype = left
pos= 0, 235
removetime = 950
sprpriority = 4
ontop = 1
bindtime = -1

[State 4060, Super effect]
type = Explod
trigger1 = Time = 0
id = 4000
anim = 4000
pos= 0, -40
postype = left
removetime = 950
sprpriority = 4
ontop = 1
bindtime = -1

[State 4060, Super effect]
type = Explod
trigger1 = Time = 0
id = 4008
anim = 4008
pos= 0, 235
postype = right
removetime = 950
sprpriority = 4
ontop = 1
bindtime = -1

[State 4060, End]
type = AssertSpecial
trigger1 = Time = [0,1000]
flag = Intro
flag2 = NoMusic

;---------------------------------------------------------------------------
;Vs. Sagat
[Statedef 4170]
type = S
ctrl = 0
anim = 0

[State 4070, Varset]
type = VarSet
trigger1 = Time = 0
V = 59
Value = 7

[State 4070, Sound1]
type = PlaySnd
trigger1 = Time = 10
value = S4000, 0
volume = 200
channel = 22
loop = 1

[State 4070, Sound2]
type = stopsnd
trigger1 = Time = 1150
channel = 22

[State 4070, Super effect]
type = Explod
trigger1 = Time = 50
id = 4070
anim = 4070
pos= 100, 10
postype = left
removetime = 1100
sprpriority = 5
ontop = 1
bindtime = -1

[State 4070, Super effect]
type = Explod
trigger1 = Time = 50
id = 4071
anim = 4071
pos= 0, 185
postype = left
removetime = 1100
sprpriority = 5
ontop = 1
bindtime = -1

[State 4070, Super effect]
type = Explod
trigger1 = Time = 0
id = 4100
anim = 4100
pos = -40, -40
removetime = 1150

[State 4070, Super effect]
type = Explod
trigger1 = Time = 1150
id = 4101
anim = 4101
pos = -40, -40
removetime = 100

[State 4070, Super effect]
type = Explod
trigger1 = Time = 1150
id = 4102
anim = 4102
pos = -40, -40
removetime = 100

[State 4070, Super effect]
type = Explod
trigger1 = Time = 0
id = 4202
anim = 4202
postype = left
pos= 0, -40
removetime = 1150
sprpriority = 4
ontop = 1
bindtime = -1

[State 4070, Super effect]
type = Explod
trigger1 = Time = 0
id = 4203
anim = 4203
postype = left
pos= 0, 235
removetime = 1150
sprpriority = 4
ontop = 1
bindtime = -1

[State 4070, Super effect]
type = Explod
trigger1 = Time = 0
id = 4001
anim = 4001
postype = left
pos= 0, -40
removetime = 1150
sprpriority = 4
ontop = 1
bindtime = -1

[State 4070, Super effect]
type = Explod
trigger1 = Time = 0
id = 4005
anim = 4005
postype = right
pos= 0, 235
removetime = 1150
sprpriority = 4
ontop = 1
bindtime = -1

[State 4070, End]
type = AssertSpecial
trigger1 = Time = [0,1200]
flag = Intro
flag2 = NoMusic

;---------------------------------------------------------------------------
;Vs. Cammy
[Statedef 4180]
type = S
ctrl = 0
anim = 0

[State 4080, Varset]
type = VarSet
trigger1 = Time = 0
V = 59
Value = 8

[State 4080, Sound1]
type = PlaySnd
trigger1 = Time = 10
value = S4000, 0
volume = 200
channel = 22
loop = 1

[State 4080, Sound1]
type = stopsnd
trigger1 = Time = 1250
channel = 22

[State 4080, Super effect]
type = Explod
trigger1 = Time = 50
id = 4080
anim = 4080
pos= 100, 10
postype = left
removetime = 1200
sprpriority = 5
ontop = 1
bindtime = -1

[State 4080, Super effect]
type = Explod
trigger1 = Time = 50
id = 4081
anim = 4081
pos= 0, 185
postype = left
removetime = 1200
sprpriority = 5
ontop = 1
bindtime = -1

[State 4080, Super effect]
type = Explod
trigger1 = Time = 0
id = 4100
anim = 4100
pos = -40, -40
removetime = 1250

[State 4080, Super effect]
type = Explod
trigger1 = Time = 1250
id = 4101
anim = 4101
pos = -40, -40
removetime = 100

[State 4080, Super effect]
type = Explod
trigger1 = Time = 1250
id = 4102
anim = 4102
pos = -40, -40
removetime = 100

[State 4080, Super effect]
type = Explod
trigger1 = Time = 0
id = 4202
anim = 4202
postype = left
pos= 0, -40
removetime = 1250
sprpriority = 4
ontop = 1
bindtime = -1

[State 4080, Super effect]
type = Explod
trigger1 = Time = 0
id = 4203
anim = 4203
postype = left
pos= 0, 235
removetime = 1250
sprpriority = 4
ontop = 1
bindtime = -1

[State 4080, Super effect]
type = Explod
trigger1 = Time = 0
id = 4001
anim = 4001
pos= 0, -40
postype = left
removetime = 1250
sprpriority = 4
ontop = 1
bindtime = -1

[State 4080, Super effect]
type = Explod
trigger1 = Time = 0
id = 4002
anim = 4002
pos= 0, 235
postype = right
removetime = 1250
sprpriority = 4
ontop = 1
bindtime = -1

[State 4080, End]
type = AssertSpecial
trigger1 = Time = [0,1300]
flag = Intro
flag2 = NoMusic

;---------------------------------------------------------------------------
;Vs. Akuma
[Statedef 4190]
type = S
ctrl = 0
anim = 0

[State 4090, Varset]
type = VarSet
trigger1 = Time = 0
V = 59
Value = 9

[State 4090, Sound1]
type = PlaySnd
trigger1 = Time = 10
value = S4000, 0
volume = 200
channel = 22
loop = 1

[State 4090, Sound2]
type = stopsnd
trigger1 = Time = 650
channel = 22

[State 4090, Super effect]
type = Explod
trigger1 = Time = 50
id = 4090
anim = 4090
postype = left
pos= 100, 10
removetime = 600
sprpriority = 5
ontop = 1
bindtime = -1

[State 4090, Super effect]
type = Explod
trigger1 = Time = 50
id = 4091
anim = 4091
pos= 0, 185
postype = left
removetime = 600
sprpriority = 5
ontop = 1
bindtime = -1

[State 4090, Super effect]
type = Explod
trigger1 = Time = 0
id = 4100
anim = 4100
pos = -40, -40
removetime = 650

[State 4090, Super effect]
type = Explod
trigger1 = Time = 650
id = 4101
anim = 4101
pos = -40, -40
removetime = 100

[State 4090, Super effect]
type = Explod
trigger1 = Time = 650
id = 4102
anim = 4102
pos = -40, -40
removetime = 100

[State 4090, Super effect]
type = Explod
trigger1 = Time = 0
id = 4202
anim = 4202
postype = left
pos= 0, -40
removetime = 650
sprpriority = 4
ontop = 1
bindtime = -1

[State 4090, Super effect]
type = Explod
trigger1 = Time = 0
id = 4203
anim = 4203
postype = left
pos= 0, 235
removetime = 650
sprpriority = 4
ontop = 1
bindtime = -1

[State 4090, Super effect]
type = Explod
trigger1 = Time = 0
id = 4001
anim = 4001
postype = left
pos= 0, -40
removetime = 650
sprpriority = 4
ontop = 1
bindtime = -1

[State 4090, Super effect]
type = Explod
trigger1 = Time = 0
id = 4009
anim = 4009
postype = right
pos= 0, 235
removetime = 650
sprpriority = 4
ontop = 1
bindtime = -1

[State 4090, End]
type = AssertSpecial
trigger1 = Time = [0,700]
flag = Intro
flag2 = NoMusic

;---------------------------------------
;Dudley
[Statedef 4200]
type = S
velset = 0,0
anim = 4200
ctrl = 0

[State 4090, Sound1]
type = PlaySnd
trigger1 = Time = 120
trigger2 = Time = 125
trigger3 = Time = 130
trigger4 = Time = 135
trigger5 = Time = 140
trigger6 = Time = 145
trigger7 = Time = 150
trigger8 = Time = 155
trigger9 = Time = 160
value = S15, 2
volume = 200
channel = 1

[State 4090, Sound1]
type = PlaySnd
trigger1 = Time = 4
trigger2 = Time = 31
trigger3 = Time = 63
value = S900, 0
volume = 200
channel = 1

[State 4090, Sound1]
type = PlaySnd
trigger1 = time = 220
value = S190, 4
volume = 200
channel = 0

[State 4090, Super effect]
type = Explod
trigger1 = Time = 4
id = 4226
anim = 4226
postype = p2
pos= 160, 0
removetime = 25
sprpriority = 1
scale = 1.1,1.1
facing = -1
vel = 2, -1

[State 4090, Super effect]
type = ModifyExplod
trigger1 = Time = 8
id = 4226
scale = 1.3,1.3

[State 4090, Super effect]
type = ModifyExplod
trigger1 = Time = 12
id = 4226
scale = 1.5,1.5

[State 4090, Super effect]
type = ModifyExplod
trigger1 = Time = 16
id = 4226
scale = 1.8,1.8

[State 4090, Super effect]
type = ModifyExplod
trigger1 = Time = 20
id = 4226
scale = 2,2

[State 4090, Super effect]
type = Explod
trigger1 = Time = 31
id = 4227
anim = 4227
postype = p2
pos= 160, 0
removetime = 25
sprpriority = 2
scale = 1.1,1.1
facing = -1
vel = 2.5, -1

[State 4090, Super effect]
type = ModifyExplod
trigger1 = Time = 35
id = 4227
scale = 1.3,1.3

[State 4090, Super effect]
type = ModifyExplod
trigger1 = Time = 39
id = 4227
scale = 1.5,1.5

[State 4090, Super effect]
type = ModifyExplod
trigger1 = Time = 43
id = 4227
scale = 1.8,1.8

[State 4090, Super effect]
type = ModifyExplod
trigger1 = Time = 47
id = 4227
scale = 2,2

[State 4090, Super effect]
type = Explod
trigger1 = Time = 63
id = 4228
anim = 4228
postype = p2
pos= 160, 0
removetime = 25
sprpriority = 1
scale = 1.1,1.1
facing = -1
vel = 2.8, -1

[State 4090, Super effect]
type = ModifyExplod
trigger1 = Time = 67
id = 4228
scale = 1.3,1.3

[State 4090, Super effect]
type = ModifyExplod
trigger1 = Time = 71
id = 4228
scale = 1.5,1.5

[State 4090, Super effect]
type = ModifyExplod
trigger1 = Time = 75
id = 4228
scale = 1.8,1.8

[State 4090, Super effect]
type = ModifyExplod
trigger1 = Time = 79
id = 4228
scale = 2,2

[State 4090, Super effect]
type = Explod
trigger1 = Time = 4
id = 4225
anim = 4225
postype = p2
pos= 60, -40
removetime = 30
sprpriority = 4
ontop = 1
scale = 1, 1.3
shadow = -1
facing = -1

[State 4090, Super effect]
type = Explod
trigger1 = Time = 31
id = 4225
anim = 4225
postype = p2
pos= 50, -30
removetime = 30
sprpriority = 4
ontop = 1
scale = 1.1, 1.4
shadow = -1
facing = 1

[State 4090, Super effect]
type = Explod
trigger1 = Time = 63
id = 4225
anim = 4225
postype = p2
pos= 60, -48
removetime = 30
sprpriority = 4
ontop = 1
scale = 1.2, 1.5
shadow = -1
facing = -1

[State 4090, Super effect]
type = Explod
trigger1 = Time = 0
id = 4221
anim = 4221
postype = p2
pos= 130, 0
removetime = 87
sprpriority = 3
shadow = -1
facing = -1

[State 4090, Super effect]
type = ModifyExplod
trigger1 = Time = 30
id = 4221
sprpriority = 4
shadow = -1

[State 4090, Super effect]
type = ModifyExplod
trigger1 = Time = 58
id = 4221
sprpriority = 3
shadow = -1

[State 4090, Super effect]
type = Explod
trigger1 = Time = 87
id = 105
anim = 105
postype = p2
pos= 130, 0
vel = 5, -4
accel = 0, 1
removetime = 10
sprpriority = 4
shadow = -1
facing = -1

[State 4090, Super effect]
type = Explod
trigger1 = Time = 97
id = 4222
anim = 4222
postype = p2
pos= 180, 0
vel = 0, 0
removetime = 20
sprpriority = 4
shadow = -1
facing = -1

[State 4090, Sound1]
type = PlaySnd
trigger1 = time = 97
value = S13, 3
volume = 200
channel = 0

[State 4090, Sound1]
type = PlaySnd
trigger1 = time = 117
value = S13, 10
volume = 200
channel = 0

[State 4090, Super effect]
type = Explod
trigger1 = Time = 117
id = 4223
anim = 4223
postype = p2
pos= 180, 0
vel = -4, 0
removetime = 25
sprpriority = 4
shadow = -1
facing = -1

[State 4090, Super effect]
type = Explod
trigger1 = Time = 123
trigger2 = time = 127
id = 850
anim=851
postype = p2
pos= 150, 0
vel = 0, 0
removetime = 40
sprpriority = 4
loop = -1
shadow = -1
facing = -1
ontop = 1

[State 4090, Super effect]
type = Explod
trigger1 = Time = 126
id = 4224
anim = 4224
postype = left
pos= 0, 0
removetime = 72
ontop = 1

[State 4090, Super effect]
type = changeanim
trigger1 = Time = 192
value = 5110

[State 4090, Super effect]
type = changeanim
trigger1 = Time = 205
value = 5120

[State 4090, Super effect]
type = changeanim
trigger1 = anim = 5120
trigger1 = animtime = 0
value = 161

[State 4090, Super effect]
type = changeanim
trigger1 = anim = 161
trigger1 = animtime = 0
value = 0

[State 4090, Super effect]
type = changeanim
trigger1 = time = 268
value = 150

[State 4090, Super effect]
type = changeanim
trigger1 = time = 287
value = 0

[State 4090, End]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = Intro