;---------------------------------------------------------------------------
; Dash X
[Statedef 700]
type = S
movetype= A
ctrl = 0
anim = 700
velset = 0,0,0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6700

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 700

[State 700, Width]
type = Width
trigger1 = time >= 0
value = 20

[State 700, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 40

[State 700, Start]
type = VelSet
trigger1 = AnimElem = 1
x = 7

[State 700, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 700, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 700, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 700, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 700, Change]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = p2bodydist x < 50
value = 707
ctrl = 0

;---------------------------------------------------------------------------
; Dash Up.2 Hitstate
[Statedef 702]
type = S
movetype= A
ctrl = 0
anim = 702
velset = 0,0

[State 708, Width]
type = Width
trigger1 = time >= 0
value = 20

[State 708, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
getpower = (Var(40)=1)* 0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower = (Var(35)=0)*  70
getpower = (Var(35)=1)*  0,0
damage    = 118, 21
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7010
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2,-7
air.velocity = -2,-7
down.velocity = -2,-7
fall = 1
fall.animtype = hard

[State 708, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Dash Up.2 Hitstate
[Statedef 703]
type = S
movetype= A
ctrl = 0
anim = 702
velset = 0,0

[State 708, Width]
type = Width
trigger1 = time >= 0
value = 20

[State 708, Width]
type = posadd
trigger1 = time = 6
x = 25

[State 708, Width]
type = posadd
trigger1 = time = 9
x = 35

[State 708, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
getpower = (Var(40)=1)* 0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower = (Var(35)=0)*  70
getpower = (Var(35)=1)*  0,0
damage    = 118, 21
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7010
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2,-7
air.velocity = -2,-7
down.velocity = -2,-7
fall = 1
fall.animtype = hard

[State 708, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Dash Up.2 Hitstate
[Statedef 706]
type = S
movetype= A
ctrl = 0
anim = 706
velset = 2,0

[State 800, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S13, 1
volume = 200

[State 708, Width]
type = Width
trigger1 = time >= 0
value = 20

[State 708, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
getpower = (Var(40)=1)* 0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower = (Var(35)=0)*  70
getpower = (Var(35)=1)*  0,0
damage    = 118, 21
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7010
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,-6
air.velocity = -1,-6
down.velocity = -1,-6
fall = 1
fall.animtype = hard

[State 708, Start]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 708, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Dash Hitstate
[Statedef 707]
type = S
movetype= A
ctrl = 0
velset = 2,0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6707

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 707

[State 800, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S3000, 0
volume = 200

[State 707, Width]
type = Width
trigger1 = time >= 0
value = 20

[State 707, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
getpower = (Var(40)=1)* 0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower = (Var(35)=0)*  70
getpower = (Var(35)=1)*  0,0
damage    = 111,14
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7010
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -8
air.velocity = -2.2,-3.2

[State 707, Start]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 707, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Dash Up. Hitstate
[Statedef 708]
type = S
movetype= A
ctrl = 0
velset = 2,0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6708

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 708

[State 800, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S13, 1
volume = 200

[State 708, Width]
type = Width
trigger1 = time >= 0
value = 10

[State 708, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Heavy
getpower = (Var(40)=1)* 0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower = (Var(35)=0)*  70
getpower = (Var(35)=1)*  0,0
damage    = 118, 21
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7010
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.2,-3.2

[State 708, Start]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 708, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Trip Hitstate
[Statedef 709]
type = S
movetype= A
ctrl = 0
anim = 709
velset = 2,0

[State 800, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S13, 1
volume = 200

[State 709, Width]
type = Width
trigger1 = time >= 0
value = 20

[State 709, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = C, SA
animtype  = Heavy
getpower = (Var(40)=1)* 0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower = (Var(35)=0)*  70
getpower = (Var(35)=1)*  0,0
damage    = 111,14
guardflag = LA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7010
sparkxy = -10,-20
hitsound   = S15,2  
guardsound = S11,6
air.type = Trip
ground.slidetime = 5
ground.hittime = 5
air.hittime = 5
ground.velocity = -2, -4
air.velocity = -2,-4
guard.velocity = -3
airguard.velocity = -3
air.fall = 1
fall = 1

[State 709, Start]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 709, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Dash X 2
[Statedef 705]
type = S
movetype= A
ctrl = 0
velset = 0,0,0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6705

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 705

[State 705, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 40

[State 705, Start]
type = VelSet
trigger1 = AnimElem = 1
x = 7

[State 705, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 705, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 705, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 705, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 705, Change]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = p2bodydist x < 50
value = 709
ctrl = 0
;---------------------------------------------------------------------------
; Dash Y
[Statedef 710]
type = S
movetype= A
ctrl = 0
anim = 710
velset = 0,0,0

[State 710, Width]
type = Width
trigger1 = time >= 0
value = 20

[State 710, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 40

[State 710, Start]
type = VelSet
trigger1 = AnimElem = 1
x = 9

[State 710, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 710, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 710, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 710, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 700, Change]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = p2bodydist x < 50
value = 707
ctrl = 0

;---------------------------------------------------------------------------
; Dash Y 2
[Statedef 715]
type = S
movetype= A
ctrl = 0
anim = 715
velset = 0,0,0

[State 715, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 40

[State 715, Start]
type = VelSet
trigger1 = AnimElem = 1
x = 9

[State 715, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 715, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 715, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 715, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 715, Change]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = p2bodydist x < 50
value = 709
ctrl = 0

;---------------------------------------------------------------------------
; Dash B
[Statedef 740]
type = S
movetype= A
ctrl = 0
anim = 740
velset = 0,0,0

[State 805, Width]
type = Width
trigger1 = time >= 0
value = 10

[State -1, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 40

[State 740, Start]
type = VelSet
trigger1 = AnimElem = 1
x = 9

[State 740, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 740, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 740, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 740, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 740, Change]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = p2bodydist x < 40
value = 708
ctrl = 0

;---------------------------------------------------------------------------
; Dash B
[Statedef 745]
type = S
movetype= A
ctrl = 0
anim = 740
velset = 0,0,0

[State 805, Width]
type = Width
trigger1 = time >= 0
value = 20

[State -1, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 40

[State 740, Start]
type = VelSet
trigger1 = AnimElem = 1
x = 9

[State 740, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 740, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 740, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 740, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 740, Change]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = p2bodydist x < 40
value = 706
ctrl = 0

;---------------------------------------------------------------------------
; Dash Z
[Statedef 720]
type = S
movetype= A
ctrl = 0
velset = 0,0,0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6720

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 720

[State 720, Width]
type = Width
trigger1 = time >= 0
value = 20

[State 720, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 40

[State 720, Start]
type = VelSet
trigger1 = AnimElem = 1
x = 10

[State 720, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 720, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 720, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 720, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 720, Change]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = p2bodydist x < 50
value = 707
ctrl = 0

;---------------------------------------------------------------------------
; Dash Z 2
[Statedef 725]
type = S
movetype= A
ctrl = 0
velset = 0,0,0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6725

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 725

[State 725, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 60

[State 725, Start]
type = VelSet
trigger1 = AnimElem = 1
x = 10

[State 725, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 725, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 725, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 725, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 725, Change]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = p2bodydist x < 50
value = 709
ctrl = 0
;---------------------------------------------------------------------------
; Dash A
[Statedef 730]
type = S
movetype= A
ctrl = 0
anim = 730
velset = 0,0,0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6730

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 730

[State 730, Width]
type = Width
trigger1 = time >= 0
value = 10

[State 730, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 40

[State 730, Start]
type = VelSet
trigger1 = AnimElem = 1
x = 7

[State 730, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 730, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 730, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 730, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 730, Change]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = p2bodydist x < 40
value = 708
ctrl = 0
;---------------------------------------------------------------------------
; Dash A
[Statedef 735]
type = S
movetype= A
ctrl = 0
velset = 0,0,0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6730

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 730

[State 730, Width]
type = Width
trigger1 = time >= 0
value = 20

[State 730, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 40

[State 730, Start]
type = VelSet
trigger1 = AnimElem = 1
x = 7

[State 730, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 730, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 730, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 730, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 730, Change]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = p2bodydist x < 40
value = 706
ctrl = 0
;---------------------------------------------------------------------------
; Dash C
[Statedef 755]
type = S
movetype= A
ctrl = 0
velset = 0,0,0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6750

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 750

[State 750, Width]
type = Width
trigger1 = time >= 0
value = 20

[State 750, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 40

[State 750, Start]
type = VelSet
trigger1 = AnimElem = 1
x = 10

[State 750, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 750, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 750, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 750, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 750, Change]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = p2bodydist x < 40
value = 706
ctrl = 0
;---------------------------------------------------------------------------
; Dash C
[Statedef 750]
type = S
movetype= A
ctrl = 0
anim = 750
velset = 0,0,0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6750

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 750


[State 750, Width]
type = Width
trigger1 = time >= 0
value = 10

[State 750, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 40

[State 750, Start]
type = VelSet
trigger1 = AnimElem = 1
x = 10

[State 750, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 750, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 750, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 750, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 750, Change]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = p2bodydist x < 40
value = 708
ctrl = 0
;---------------------------------------------------------------------------
;Headbutt
[Statedef 1007]
type = A
movetype= A
physics = A
ctrl = 0
anim = 1000

[State 1000, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = P2statetype = A
trigger1 = backedgebodydist <= 20
attr = S, NT
priority = 1, Miss
snap = 26, 0, 0, 1 ; Bind target for 1 frame
p1facing = 1
p2facing = 1
hitsound = S11, 7
sparkno = -1
p1stateno = 1008
p2stateno = 1003
p2getp1state = 1

[State 1000, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = P2statetype = A
trigger1 = backedgebodydist > 20
attr = S, NT
priority = 1, Miss
snap = 26, 0, 0, 1 ; Bind target for 1 frame
p1facing = ifelse (command = "holdback", -1, 1)
p2facing = 1
hitsound = S11, 7
sparkno = -1
p1stateno = 1008
p2stateno = 1003
p2getp1state = 1

[State 1000, Sound1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S13, 3
volume = 255
channel = 0

[State 1000, End]
type = ChangeState
trigger1 = AnimTime = 0
Value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Headbutt
[Statedef 1000]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1000
velset = 0,0,0

[State 1000, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = backedgebodydist <= 20
attr = S, NT
hitflag = M-
priority = 1, Miss
hitsound = S11, 7
snap = 26, 0, 0, 1
p1facing = 1
p2facing = 1
sparkno = -1
p1stateno = 1001
p2stateno = 1002
p2getp1state = 1

[State 1000, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = backedgebodydist > 20
attr = S, NT
hitflag = M-
priority = 1, Miss
hitsound = S11, 7
snap = 26, 0, 0, 1
p1facing = ifelse (command = "holdback", -1, 1)
p2facing = 1
sparkno = -1
p1stateno = 1001
p2stateno = 1002
p2getp1state = 1

[State 1000, Sound1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S13, 3
volume = 255
channel = 0

[State 1000, End]
type = ChangeState
trigger1 = AnimTime = 0
Value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P2 State
[Statedef 1002]
type = S
movetype= H
physics = S
ctrl = 0
velset = 0,0,0
anim = 5010

[State 1002, End]
type = ChangeState
trigger1 = p2stateno != 1001
Value = 0
ctrl = 1
;---------------------------------------------------------------------------
;P2 State
[Statedef 1003]
type = S
movetype= H
physics = S
ctrl = 0
velset = 0,0,0
anim = 5010

[State 1003, End]
type = ChangeState
trigger1 = p2stateno != 1008
Value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Stomach Punch
[Statedef 1004]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1002
velset = 0,0,0

[State 1000, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = backedgebodydist <= 20
attr = S, NT
hitflag = M-
priority = 1, Miss
hitsound = S11, 7
snap = 26, 0, 0, 1
p1facing = 1
p2facing = 1
sparkno = -1
numhits = 0
p1stateno = 242
p2stateno = 1005
p2getp1state = 1

[State 1000, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = backedgebodydist > 20
trigger1 = var(58) = 10
attr = S, NT
hitflag = M-
priority = 1, Miss
hitsound = S11, 7
snap = 26, 0, 0, 1
p1facing = -1
p2facing = 1
sparkno = -1
numhits = 0
p1stateno = 242
p2stateno = 1005
p2getp1state = 1

[State 1000, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = backedgebodydist > 20
trigger1 = var(58) != 10
attr = S, NT
hitflag = M-
priority = 1, Miss
hitsound = S11, 7
snap = 26, 0, 0, 1
p1facing = ifelse (command = "holdback", -1, 1)
p2facing = 1
sparkno = -1
numhits = 0
p1stateno = 242
p2stateno = 1005
p2getp1state = 1

[State 1000, Sound1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S13, 3
volume = 255
channel = 0

[State 1000, End]
type = ChangeState
trigger1 = AnimTime = 0
Value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Headbutt
[Statedef 1006]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1002
velset = 0,0,0

[State 1006, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = backedgebodydist <= 20
attr = S, NT
hitflag = M-
priority = 1, Miss
hitsound = S11, 7
snap = 26, 0, 0, 1
sparkno = -1
p1facing = -1
p1stateno = 1009
p2stateno = 1012
p2getp1state = 1

[State 1006, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = backedgebodydist > 20
attr = S, NT
hitflag = M-
priority = 1, Miss
hitsound = S11, 7
snap = 26, 0, 0, 1
sparkno = -1
p1facing = ifelse(command = "holdback", 1, -1)
p1stateno = 1009
p2stateno = ifelse(command = "holdback", 1010, 1012)
p2getp1state = 1

[State 1006. Sound1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S13, 3
volume = 255
channel = 0

[State 1000, End]
type = ChangeState
trigger1 = AnimTime = 0
Value = 0
ctrl = 1
;---------------------------------------------------------------------------
;P1 State Throw
[Statedef 1009]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0,0
anim = 1003

[State 1009, End]
type = Nothitby
trigger1 = time = 0
value = SCA
time = 14

[State 1009, Sound1]
type = PlaySnd
trigger1 = Time = 2
value = S13, 1
volume = 255
channel = 0

[State 1009, Sound1]
type = PlaySnd
trigger1 = Time = 14
value = S5000, 4
volume = 255
channel = 1

[State 1009, End]
type = Turn
trigger1 = animelem = 2

[State 1009, End]
type = ChangeState
trigger1 = animtime = 0
Value = 0
ctrl = 1

;---------------------------------------------------------------------------
;P2 State Throw
[Statedef 1010]
movetype= H
ctrl = 0
velset = 0,0,0
sprpriority = 0

[State 1009, End]
type = Nothitby
trigger1 = time = 0
value = SCA
time = 14

[State 1010, End]
type = Screenbound
trigger1 = 1
value = 1
movecamera = 0, 0

[State 1010, End]
type = Changeanim2
trigger1 = Time = 0
value = 1004

[State 1010, End]
type = posadd
trigger1 = Time = 0
x = -15
y = -75

[State 1010, End]
type = posadd
trigger1 = Time = 9
x = -50
y = -5

[State 1010, End]
type = posadd
trigger1 = Time = 12
x = -40

[State 1010, End]
type = posadd
trigger1 = Time = 14
x = -40

[State 1010, End]
type = posset
trigger1 = Time = 14
y = 0

[State 1010, End]
type = posadd
trigger1 = Time = 4
y = -10

[State 1010, End]
type = sprpriority
trigger1 = animelem = 3
value = 3

[State 1010, End]
type = Turn
trigger1 = time = 0

[State 1010, End]
type = turn
trigger1 = Time = 14

[State 1010, End]
type = Changestate
Trigger1 = time = 14
value = 1011

;---------------------------------------------------------------------------
;P2 State Throw 2
[Statedef 1012]
movetype= H
ctrl = 0
velset = 0,0,0
sprpriority = 0

[State 1009, End]
type = Nothitby
trigger1 = time = 0
value = SCA
time = 14

[State 1012, End]
type = Screenbound
trigger1 = 1
value = 1
movecamera = 0, 0


[State 1012, End]
type = Changeanim2
trigger1 = Time = 0
value = 1004

[State 1012, End]
type = posadd
trigger1 = Time = 0
x = 15
y = -75

[State 1010, End]
type = posadd
trigger1 = Time = 9
x = -50
y = -5

[State 1010, End]
type = posadd
trigger1 = Time = 12
x = -40

[State 1010, End]
type = posadd
trigger1 = Time = 14
x = -40

[State 1010, End]
type = posset
trigger1 = Time = 14
y = 0

[State 1012, End]
type = posadd
trigger1 = Time = 4
y = -10

[State 1012, End]
type = sprpriority
trigger1 = animelem = 3
value = 3

[State 1010, End]
type = turn
trigger1 = Time = 14

[State 1010, End]
type = Changestate
Trigger1 = time = 14
value = 1011

;---------------------------------------------------------------------------
;P2 State Throw 2
[Statedef 1011]
movetype= H

[State 1010, End]
type = Changeanim
trigger1 = SelfAnimExist(5080)
trigger1 = time = 0
trigger1 = anim != 5080
trigger1 = anim != 5110
value = 5080

[State 1010, End]
type = Changeanim
triggerall = SelfAnimExist(5110)
triggerall = anim = 5080
trigger1 = animtime = 0
trigger2 = time = 20
value = 5110

[State 1010, End]
type = lifeadd
trigger1 = Time = 0
value = -95

[State 1010, End]
type = SelfState
triggerall = anim = 5110
trigger1 = time = 20
trigger1 = life = 0
trigger2 = time = 20
trigger2 = p2life = 0
value = 5150

[State 1010, End]
type = SelfState
triggerall = anim != 5110
triggerall = anim != 5080
trigger1 = !SelfAnimExist(5110)
trigger1 = anim = 5080
trigger1 = time = 0
trigger1 = life = 0
trigger2 = !SelfAnimExist(5110)
trigger2 = anim = 5080
trigger2 = time = 0
trigger2 = p2life = 0
value = 5150

[State 1010, End]
type = SelfState
triggerall = anim = 5110
trigger1 = time = 20
value = 5120

[State 1010, End]
type = SelfState
triggerall = anim != 5110
trigger1 = anim != 5080
trigger1 = time = 0
trigger2 = !SelfAnimExist(5110)
trigger2 = anim = 5080
trigger2 = time = 20
value = 5110
;---------------------------------------------------------------------------
;P2 State
[Statedef 1005]
type = S
movetype= H
physics = S
ctrl = 0
velset = 0,0,0

[State 1002, End]
type = ChangeAnim
trigger1 = anim != 5010
trigger1 = anim != 5015
trigger1 = anim != 5016
trigger1 = anim != 5017
Value = 5010

[State 1002, End]
type = ChangeState
trigger1 = p2stateno != 240
Value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Headbutt
[Statedef 1001]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1001
velset = 0,0,0

[State 1001, Bind]
type = TargetBind
trigger1 = Time = 0
pos = 50,0
time = 57

[State 1001, SprPriority]
type = sprpriority
trigger1 = Time >= 0
trigger1 = AnimTime != 0
trigger2 = AnimElem = 3
trigger3 = AnimElem = 7
value = -5

[State 1001, HitDef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
attr = S, NA
animtype  = medium
damage    = 30,5
guardflag = MA
pausetime = 11,20
sparkno = S7600
sparkxy = -5,-68
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0
air.velocity = -2.2,-3.2
sprpriority = -5
kill = 0
hitonce = 1

[State 1001, HitDef2]
type = HitDef
trigger1 = AnimElem = 11
attr = S, NA
animtype  = Hard
damage    = 60,5
guardflag = MA
pausetime = 11,11
sparkno = S7600
sparkxy = -5,-68
hitsound   = S15,2  
guardsound = S11,6
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
hitonce = 1

[State 1001, End]
type = ChangeState
trigger1 = AnimTime = 0
Value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Headbutt
[Statedef 1008]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1008
velset = 0,0,0

[State 1008, Bind]
type = TargetBind
trigger1 = Time = 0
pos = 50,0
time = 57

[State 1008, SprPriority]
type = sprpriority
trigger1 = Time >= 0
trigger1 = AnimTime != 0
trigger2 = AnimElem = 3
trigger3 = AnimElem = 7
value = -5

[State 1008, HitDef2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 70,30
guardflag = MA
pausetime = 11,11
sparkno = S7600
sparkxy = -5,-68
hitsound   = S15,2  
guardsound = S11,6
ground.type = Trip
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,8
hitonce = 1

[State 1008, End]
type = ChangeState
trigger1 = AnimTime = 0
Value = 50
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1110]
movetype= A
ctrl = 0
anim = 1110
velset = 0,0,0

[State 1110, Width]
type = Width
trigger1 = time >= 0
value = 25

[State 1110, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 20

[State 1110, Start]
type = VelSet
trigger1 = AnimElem = 5
x = 7

[State 1110, Slow]
type = VelSet
trigger1 = AnimElem = 7
x = 2

[State 1110, Stop]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 1110, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 1110, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S1100, 0
volume = 200
channel = 3

[State 1110, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 1110, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 1110, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 1110, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
animtype  = Heavy
getpower = (Var(40)=1)* 0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower = (Var(35)=0)*  70
getpower = (Var(35)=1)*  0,0
damage    = 104,14
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7010
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.2,-3.2
fall = 0

[State 1110, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1120]
movetype= A
ctrl = 0
anim = 1110
velset = 0,0,0

[State 1120, Width]
type = Width
trigger1 = time >= 0
value = 25

[State 1120, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 20

[State 1120, Start]
type = VelSet
trigger1 = AnimElem = 5
x = 7

[State 1120, Slow]
type = VelSet
trigger1 = AnimElem = 7
x = 2

[State 1120, Stop]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 1120, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 1120, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S1100, 1
volume = 200
channel = 3

[State 1120, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 1120, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 1120, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 1120, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
animtype  = Heavy
getpower = (Var(40)=1)* 0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower = (Var(35)=0)*  70
getpower = (Var(35)=1)*  0,0
damage    = 125,14
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7010
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.2,-3.2
fall = 0

[State 1120, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1130]
movetype= A
ctrl = 0
anim = 1110
velset = 0,0,0

[State 1130, Width]
type = Width
trigger1 = time >= 0
value = 25

[State 1130, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 20

[State 1130, Start]
type = VelSet
trigger1 = AnimElem = 5
x = 7

[State 1130, Slow]
type = VelSet
trigger1 = AnimTime = 5
x = 2

[State 1130, Stop]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 1130, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 1130, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S1100, 2
volume = 200
channel = 3

[State 1130, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 1130, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 1130, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 1130, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
animtype  = Heavy
getpower = (Var(40)=1)* 0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower = (Var(35)=0)*  70
getpower = (Var(35)=1)*  0,0
damage    = 146,21
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7010
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.2,-3.2
fall = 0

[State 1130, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1140]
movetype= A
ctrl = 0
anim = 1110
velset = 0,0,0

[State 1140, Width]
type = Width
trigger1 = time >= 0
value = 25

[State 1140, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 20

[State 1140, Start]
type = VelSet
trigger1 = AnimElem = 5
x = 7

[State 1140, Slow]
type = VelSet
trigger1 = AnimTime = 5
x = 2

[State 1140, Stop]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 1140, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 1140, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S1100, 3
volume = 200
channel = 3

[State 1140, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 1140, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 1140, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 1140, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
animtype  = Heavy
getpower = (Var(40)=1)* 0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower = (Var(35)=0)*  70
getpower = (Var(35)=1)*  0,0
damage    = 180,21
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7010
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.2,-3.2
fall = 0

[State 1140, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1150]
movetype= A
ctrl = 0
anim = 1110
velset = 0,0,0

[State 1150, Width]
type = Width
trigger1 = time >= 0
value = 25

[State 1150, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 20

[State 1150, Start]
type = VelSet
trigger1 = AnimElem = 5
x = 7

[State 1150, Slow]
type = VelSet
trigger1 = AnimTime = 5
x = 2

[State 1150, Stop]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 1150, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 1150, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S1100, 4
volume = 200
channel = 3

[State 1150, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 1150, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 1150, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 1150, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
animtype  = Heavy
getpower = (Var(40)=1)* 0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower = (Var(35)=0)*  70
getpower = (Var(35)=1)*  0,0
damage    = 200,28
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7010
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.2,-3.2
fall = 0

[State 1150, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1160]
movetype= A
ctrl = 0
anim = 1110
velset = 0,0,0

[State 1160, Width]
type = Width
trigger1 = time >= 0
value = 25

[State 1160, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 20

[State 1160, Start]
type = VelSet
trigger1 = AnimElem = 5
x = 7

[State 1160, Slow]
type = VelSet
trigger1 = AnimTime = 5
x = 2

[State 1160, Stop]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 1160, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 1160, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S1100, 5
volume = 200
channel = 3

[State 1160, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 1160, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 1160, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 1160, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
animtype  = Heavy
getpower = (Var(40)=1)* 0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower = (Var(35)=0)*  70
getpower = (Var(35)=1)*  0,0
damage    = 240,28
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7010
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.2,-3.2
fall = 0

[State 1160, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1170]
movetype= A
ctrl = 0
anim = 1110
velset = 0,0,0

[State 1170, Width]
type = Width
trigger1 = time >= 0
value = 25

[State 1170, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 20

[State 1170, Start]
type = VelSet
trigger1 = AnimElem = 5
x = 7

[State 1170, Slow]
type = VelSet
trigger1 = AnimTime = 5
x = 2

[State 1170, Stop]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 1170, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 1170, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S1100, 6
volume = 200
channel = 3

[State 1170, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 1170, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 1170, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 1170, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
animtype  = Heavy
getpower = (Var(40)=1)* 0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower = (Var(35)=0)*  70
getpower = (Var(35)=1)*  0,0
damage    = 290,35
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7010
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.2,-3.2
fall = 0

[State 1170, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1180]
movetype= A
ctrl = 0
anim = 1110
velset = 0,0,0

[State 1180, Width]
type = Width
trigger1 = time >= 0
value = 25

[State 1180, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 20

[State 1180, Start]
type = VelSet
trigger1 = AnimElem = 5
x = 7

[State 1180, Slow]
type = VelSet
trigger1 = AnimTime = 5
x = 2

[State 1180, Stop]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 1180, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 1180, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S1100, 7
volume = 200
channel = 3

[State 1180, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 1180, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 1180, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 1180, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
animtype  = Heavy
getpower = (Var(40)=1)* 0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower = (Var(35)=0)*  70
getpower = (Var(35)=1)*  0,0
damage    = 340,35
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7010
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.2,-3.2
fall = 0

[State 1180, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1190]
movetype= A
ctrl = 0
anim = 1110
velset = 0,0,0

[State 1190, Width]
type = Width
trigger1 = time >= 0
value = 25

[State 1190, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 20

[State 1190, Start]
type = VelSet
trigger1 = AnimElem = 5
x = 7

[State 1190, Slow]
type = VelSet
trigger1 = AnimTime = 5
x = 2

[State 1190, Stop]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 1190, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 1190, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S1100, 8
volume = 200
channel = 3

[State 1190, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 1190, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 1190, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 1190, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
animtype  = Heavy
getpower = (Var(40)=1)* 0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower = (Var(35)=0)*  70
getpower = (Var(35)=1)*  0,0
damage    = 390,42
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7010
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.2,-3.2
fall = 0

[State 1190, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1200]
movetype= A
ctrl = 0
anim = 1110
velset = 0,0,0

[State 1200, Width]
type = Width
trigger1 = time >= 0
value = 25

[State 1200, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 20

[State 1200, Start]
type = VelSet
trigger1 = AnimElem = 5
x = 7

[State 1200, Slow]
type = VelSet
trigger1 = AnimTime = 5
x = 2

[State 1200, Stop]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 1200, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 1200, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S1100, 9
volume = 200
channel = 3

[State 1200, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 1200, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 1200, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 1200, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
animtype  = Heavy
getpower = (Var(40)=1)* 0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower = (Var(35)=0)*  70
getpower = (Var(35)=1)*  0,0
damage    = 450,42
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7010
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.2,-3.2
fall = 0

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

;---------------------------------------------------------------------------
[Statedef 1400]
movetype= A
ctrl = 0
anim = 1400
velset = 0,0,0
poweradd = 20

[State 1400, Stop]
type = VelSet
trigger1 = moveContact
x = 0

[State 1400, Start]
type = movehitreset
trigger1 = AnimElem = 1

[State 1400, Start]
type = VelSet
trigger1 = AnimElem = 5
x = 7

[State 1400, Slow]
type = VelSet
trigger1 = AnimElem = 7
x = 2

[State 1400, Stop]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 1400, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 1400, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S13, 10
volume = 200
channel = 3

[State 1400, Dust]
type = makedust
trigger1 = Time = 0
pos = 0,0

[State 1400, Dust]
type = makedust
trigger1 = Time = 7
pos = 0,0

[State 1400, Dust]
type = makedust
trigger1 = Time = 14
pos = 0,0

[State 1400, HitDef]
type = HitDef
trigger1 = AnimElem >= 7
trigger1 = !movecontact
attr = s, SA
animtype  = Heavy
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=0)*  100
getpower = (Var(35)=1)*  0,0
damage    = 30,5
guardflag = MA
pausetime = 2,9
sparkno = -1
guard.sparkno = S7010
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.velocity = -18,-3
air.velocity = -18,-3
down.velocity = -18,-3
fall = 1
fall.animtype = hard
ground.slidetime = 15
ground.hittime  = 15
p2getp1state = 1
p2stateno = 1405
ground.type = High
;ground.velocity = -8
;air.velocity = -3.2,-3.2
;fall = 1

[State 1400, Fire sparks]
type = Explod
trigger1 = movehit
trigger1 = numexplod(1112) = 0
anim = 1112
sprpriority = 3
Id = 1112
removetime = 27
pos = 10,-22
postype = p2
shadow = 1
ignorehitpause = 1
bindtime = -1
ownpal = 1

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

;----------------------------------------------------------------------
[Statedef 1401]
type = A
movetype= A
ctrl = 0
anim = 1401
velset = 0,0,0

[State 1401, Start]
type = movehitreset
trigger1 = AnimElem = 1

[State 1401, Start]
type = VelSet
trigger1 = AnimElem = 1
x = 6
y = 6

[State 1401, Fire]
type = Explod
trigger1 = animelem = 2
trigger1 = numexplod(1405) = 0
anim = 1405
Id = 1405
sprpriority = 3
removetime = 20
postype = p1
pos = 20, -20
shadow = 1
bindtime = -1
ownpal = 1

[State 1401, Fire]
type = ModifyExplod
trigger1 = movecontact
trigger2 = pos y >= 0
Id = 1405
bindtime = 0

[State 1401, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2

[State 1401, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S13, 10
volume = 200
channel = 3

[State 1401, HitDef]
type = HitDef
trigger1 = AnimElem >= 3
trigger1 = !movecontact
trigger1 = prevstateno != 640
attr = a, SA
animtype  = Heavy
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=0)*  100
getpower = (Var(35)=1)*  0,0
damage    = 30,5
guardflag = MA
pausetime = 0,9
sparkno = -1
guard.sparkno = S7010
sparkxy = -10,-30
hitsound   = S15,2  
guardsound = S11,6
ground.velocity = -18,-3
air.velocity = -18,-3
down.velocity = -18,-3
fall = 1
fall.animtype = hard
ground.slidetime = 15
ground.hittime  = 15
ground.type = High
ground.velocity = -8
air.velocity = -3.2,-3.2
fall = 1

[State 1401, Fire sparks]
type = Explod
trigger1 = movehit
trigger1 = numexplod(1112) = 0
anim = 1112
sprpriority = 3
Id = 1112
removetime = 27
pos = 10,-22
postype = p2
shadow = 1
ignorehitpause = 1
bindtime = -1
ownpal = 1

[State 1401, HitDef]
type = HitDef
trigger1 = AnimElem >= 3
trigger1 = !movecontact
trigger1 = prevstateno = 640
attr = a, SA
animtype  = Heavy
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=0)*  100
getpower = (Var(35)=1)*  0,0
damage    = 10,5
guardflag = MA
pausetime = 0,9
sparkno = S7300
guard.sparkno = S7010
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.velocity = -18,-3
air.velocity = -18,-3
down.velocity = -18,-3
fall = 1
fall.animtype = hard
ground.slidetime = 15
ground.hittime  = 15
ground.type = High
ground.velocity = -8
air.velocity = -3.2,-3.2
fall = 1

[State 1401, Change]
type = ChangeState
trigger1 = !movecontact
trigger1 = Animtime = 0
value = 50
ctrl = 0

[State 1401, Fire]
type = ChangeState
trigger1 = pos y >= 0
value = 0
ctrl = 1

[State 1401, Start]
type = VelSet
trigger1 = !movecontact
x = -4
y = -4

[State 1401, Change]
type = ChangeState
trigger1 = movecontact
value = 1403
ctrl = 0

; HITA_RECOV (recovering in air, not falling)
[Statedef 1403]
type    = A
physics = N
anim = 1403

[State 1403, 1]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 1403, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 1403, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 1403, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND

;----------------
[Statedef 1405]
type = A
movetype = H
physics = N
pos = 0, 0
ctrl = 0

[State 1405, Velset]
type = Palfx
trigger1 = time = 0
add = 150,50,0
time = 25

[State 1405, Velset]
type = PosAdd
trigger1 = time = 0
y = -20

[State 1405, Velset]
type = VelSet
trigger1 = time = 0
x = -15
y = -4

[State 1405, ChangeAnim]
type = ChangeAnim2
trigger1 = time = 0
value = 870

[State 1405, ChangeAnim]
type = ChangeAnim
trigger1 = backedgebodydist <= 10
value = 5050

[State 1405, Hit Side]
type = VelMul
trigger1 = backedgebodydist <= 10
trigger1 = Vel Y < 4
x = -.5
y = -1.1

[State 1405, Veladd]
type = VelAdd
trigger1 = time > 0
trigger1 = vel Y > 0
y = .1

[State 1405, HitSound]
type = PlaySnd
trigger1 = backedgebodydist <= 10
trigger1 = Vel Y < 4
value = F7, 0
volume = 250

[State 1405, Turn]
type = Turn
trigger1 = Vel Y < 4
trigger1 = backedgebodydist <= 10

;[State 1405, Angle 1]
;type = AngleSet
;trigger1 = Time = 0
;value = 0

;[State 1405, Angle 2]
;type = AngleAdd
;trigger1 = Time >= 0
;value = 45 ;30

;[State 1405, Angel 3]
;type = AngleDraw
;trigger1 = Pos Y <= 10

[State 1405, End]
type = SelfState
trigger1 = vel Y > 5.5
value = 5100

; Jump Up
[Statedef 1501]
type    = A
physics = A

[State 1501, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 1501, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

;---------------------------------------------------------------------------
[Statedef 1500]
movetype= A
ctrl = 0
anim = 1500
velset = 0,0,0
poweradd = 20

[State 1000, Sound1]
type = PlaySnd
trigger1 = Time = 0
value = S800, 4
volume = 255
channel = 0

[State 1500, StateTypeSet]
type = StateTypeSet
trigger1 = (Pos Y < 0)
statetype = A
type = A

[State 1500, Velocity]
type = VelSet
trigger1 = AnimElem = 3
x = 7
y = -12

[State 1500, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype = Hard
damage    = 80,30
getpower = (Var(40)=1)* 0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower = (Var(35)=0)*  70
getpower = (Var(35)=1)*  0,0
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = S7300
guard.sparkno = S7010
sparkxy = -10,-51
hitsound   = S15,2
guardsound = S11,6
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3
fall = 1

[State 1500, Velocity]
type = VelSet
trigger1 = AnimTime = 0
x = 0
y = 0

[State 1500, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 1501
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 1510]
movetype= A
ctrl = 0
anim = 1510
velset = 0,0,0
poweradd = 25

[State 1000, Sound1]
type = PlaySnd
trigger1 = Time = 0
value = S800, 4
volume = 255
channel = 0

[State 1510, StateTypeSet]
type = StateTypeSet
trigger1 = (Pos Y < 0)
statetype = A
type = A

[State 1510, Velocity]
type = VelSet
trigger1 = AnimElem = 3
x = 8
y = -12

[State 1510, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype = Hard
damage    = 50,30
getpower = (Var(40)=1)* 0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower = (Var(35)=0)*  70
getpower = (Var(35)=1)*  0,0
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = S7300
guard.sparkno = S7010
sparkxy = -10,-51
hitsound   = S15,2
guardsound = S11,6
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3
fall = 1

[State 1510, Velocity]
type = VelSet
trigger1 = AnimTime = 0
x = 0
y = 0

[State 1510, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 1501
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 1520]
movetype= A
ctrl = 0
anim = 1520
velset = 0,0,0
poweradd = 30

[State 1000, Sound1]
type = PlaySnd
trigger1 = Time = 0
value = S800, 4
volume = 255
channel = 0

[State 1520, StateTypeSet]
type = StateTypeSet
trigger1 = (Pos Y < 0)
statetype = A
type = A

[State 1520, Velocity]
type = VelSet
trigger1 = AnimElem = 3
x = 10
y = -12

[State 1520, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype = Hard
damage    = 40,30
getpower = (Var(40)=1)* 0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower = (Var(35)=0)*  70
getpower = (Var(35)=1)*  0,0
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = S7300
guard.sparkno = S7010
sparkxy = -10,-51
hitsound   = S15,2
guardsound = S11,6
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3
fall = 1

[State 1520, Velocity]
type = VelSet
trigger1 = AnimTime = 0
x = 0
y = 0

[State 1520, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 1501
ctrl = 0

-------------------------------------------------------------------------
; V-ISM
[Statedef 2000]
type = S
ctrl = 0
anim = 2010
velset = 0,0,0

[State 2000, Sound]
type = PlaySnd
trigger1 = time = 0
value = S2000,0

;[State -3, Super effect]
;type = Explod
;trigger1 = NumExplod(2000) = 0
;trigger1 = time = 0
;id = 2000
;anim = 2000
;postype = p1
;bindtime = -1
;removetime = 42

[State 2000, SuperPause]
type = SuperPause
trigger1 = Time = 0
anim = S2000
time = 43
movetime = 42

[State 2000, VarSet]
type = VarSet
trigger1 = time = 43
v = 35
value = 1

[State 2000, AfterImage]
type = AfterImage
trigger1 = Time = 43
time = 9000
length = 18
Palbright =   30,  0,30
PalMul =  0.9,0,0.9

[State 2000, Change]
type = ChangeState
trigger1 = Time = 43
value = 0
ctrl = 1

-------------------------------------------------------------------------
; V-ISM
[Statedef 2001]
type = S
ctrl = 0
anim = 2020
velset = 0,0,0

;[State -3, Super effect]
;type = Explod
;trigger1 = NumExplod(2001) = 0
;trigger1 = time = 0
;id = 2001
;anim = 2001
;postype = p1
;bindtime = -1
;removetime = 42

[State 2001, Sound]
type = PlaySnd
trigger1 = time = 0
value = S2000,0

[State 2001, SuperPause]
type = SuperPause
trigger1 = Time = 0
anim = S2001
time = 43
movetime = 42

[State 2001, VarSet]
type = VarSet
trigger1 = time = 43
v = 35
value = 1

[State 2001, AfterImage]
type = AfterImage
trigger1 = Time = 43
time = 9000
length = 18
Palbright =   30,  0,30
PalMul =  0.9,0,0.9

[State 2001, Change]
type = velset
triggerall = Time = 43
trigger1 = var(6) = 42
trigger2 = var(6) = 45
x = 2.6

[State 2001, Change]
type = velset
triggerall = Time = 43
trigger1 = var(6) = 43
trigger2 = var(6) = 46
x = -2.65

[State 2001, Change]
type = changeState
trigger1 = Time = 43
value = prevstateno
ctrl = 1



---------------------------------------------------------------------
; Dodge 1(Guard crush)
[Statedef 128]
type = S
ctrl = 0
anim = 3005
velset = 5
power = -1000
sprpriority = 5

[State 126, 1]
type = Explod
trigger1 = Time = 0
id = 4602
anim = 4602
postype = left
pos = 20,50
removetime = 40
pausemovetime = -1
bindtime = -1

[State 3000, afterimage]
type = AfterImage
trigger1 = Time = 0
time = 28
length = 10
trans = add1
palbright = 80,0,80

[State 3000, Sound2]
type = VarRandom
trigger1 = Time = 0
v = 14
Range = 1, 2

[State 3000, Sound2]
type = PlaySnd
triggerall = var(14) = 1
trigger1 = AnimElem = 2
value = S3000, 0
volume = 200
channel = 0

[State 3000, Sound2]
type = PlaySnd
triggerall = var(14) = 2
trigger1 = AnimElem = 2
value = S5000, 0
volume = 200
channel = 0

[State 3000, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Roll
[Statedef 5202]
type    = C
movetype= H
physics = N
anim = 5202

[State 5200, 1]
type = Velset
trigger1 = Time = 0
x = -8

[State 5200, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 12
ctrl = 1

[Statedef 5203]
type    = C
movetype= H
physics = N
anim = 5203

[State 5200, 1]
type = Velset
trigger1 = Time = 0
x = 8

[State 5200, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 12
ctrl = 1


;---------------------------------------------------------------------------
; Jump Start
[Statedef 2100]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 3000, afterimage]
type = AfterImage
trigger1 = Time = 0
time = 100
length = 10
trans = add1

[State 3000, Var]
type = Varadd
trigger1 = Time = 0
trigger1 = var(58) = 8
v = 20
value = 1

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

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

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, 0, ifelse(sysvar(1)=1, 4, -4))
y = ifelse(sysvar(1)=0, -10.5, ifelse(sysvar(1)=1, -8.4, -8.4))

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 2101
ctrl = 1

;---------------------------------------------------------------------------
; Jump Up
[Statedef 2101]
type    = A
physics = A

[State 3000, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S2100, 0
volume = 255
channel = 0

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

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

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

---------------------------------------------------------------------
; Dodge 1
[Statedef 3000]
type = S
ctrl = 0
anim = 3005
velset = 5
sprpriority = 5

[State 3000, afterimage]
type = AfterImage
trigger1 = Time = 0
time = 28
length = 10
trans = add1
palbright = 80,0,80

[State 3000, Sound2]
type = VarRandom
trigger1 = Time = 0
v = 14
Range = 1, 2

[State 3000, Sound2]
type = PlaySnd
triggerall = var(14) = 1
trigger1 = AnimElem = 2
value = S3000, 0
volume = 200
channel = 0

[State 3000, Sound2]
type = PlaySnd
triggerall = var(14) = 2
trigger1 = AnimElem = 2
value = S5000, 0
volume = 200
channel = 0

[State 3000, Var]
type = Varadd
trigger1 = Time = 0
trigger1 = var(58) = 8
v = 20
value = 1

[State 3000, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

----------------------------------------------------------------------
; Dodge 2
[Statedef 3001]
type = S
ctrl = 0
anim = 3002
velset = 0,0,0
sprpriority = -5

[State 3000, Sound2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S5000, 0
volume = 200
channel = 0

[State 3001, Change]
type = Varadd
trigger1 = Time = 0
trigger1 = var(58) = 8
v = 20
value = 1

[State 3001, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ctrl = 1
[Statedef 900]
type = S
movetype= A
physics = S
ctrl = 0
poweradd = -1000
anim = 904
velset = 0,0,0

[State 1000, Sound1]
type = PlaySnd
trigger1 = Time = 16
value = S800, 4
volume = 255
channel = 0

[State 700, Sound1]
type = PlaySnd
trigger1 = Time = 0
value = S900, 0
channel = 3

[State 1500, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 1500
trigger1 = (Pos Y < 0)
statetype = A
type = A

[State 1500, Velocity]
type = VelSet
trigger1 = anim = 1500
trigger1 = AnimElem = 3
x = 7
y = -12

[State 900, Change]
type = ChangeAnim
trigger1 = anim = 904
trigger1 = AnimTime = 0
value = 1500

[State 900, Change]
type = movehitreset
trigger1 = time <= 16

[State -3, Super effect]
type = Explod
triggerall = NumExplod(903) = 0
trigger1 = time = 0
trigger1 = anim = 904
ignorehitpause = 1
id = 903
anim = 903
postype = p1
pos = 30,-38
vel = 0,0
scale = 1.2,1.2
bindtime = 1
removetime = 30
sprpriority = 5

[State 900, Sound1]
type = PlaySnd
trigger1 = anim = 1500
trigger1 = AnimElem = 3
value = S13, 1
volume = 200

[State 900, HitDef]
type = HitDef
trigger1 = anim = 904
trigger1 = AnimElem = 2
attr = S, SA
getpower  = 0
damage    = 0,0
guardflag = MA
pausetime = 11,20
guard.sparkno = S7010
sparkxy = -10,-70
sparkno = S7300
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = 0,0
down.velocity = 0,0
fall = 0

[State 900, HitDef]
type = HitDef
trigger1 = anim = 1500
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Diagup
getpower  = 70
damage    = 50,0
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7010
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -18,-3
air.velocity = -3,-18
down.velocity = -18,-3
p2stateno = 901
p2getp1state = 1
fall = 1
fall.animtype = hard

[State 1500, Velocity]
type = VelSet
trigger1 = anim = 1500
trigger1 = AnimTime = 0
x = 0
y = 0

[State 901, Alpha Swirls]
type = Explod
triggerall = NumExplod(903) = 0
trigger1 = movehit
trigger1 = anim = 1500
anim = 901
sprpriority = 3
Id = 901
removetime = 35
pos = 10,-22
postype = p2
shadow = 1
ignorehitpause = 1
bindtime = -1
ownpal = 1

[State 1500, Change]
type = ChangeState
trigger1 = anim = 1500
trigger1 = AnimTime = 0
value = 1501
ctrl = 0

;---------------------------------------------------------------------------
; Alpha Counter
[Statedef 905]
type = S
movetype= A
physics = S
ctrl = 0
poweradd = -200
anim = 900
velset = 0,0,0

[State 900, Pal]
type = Reversaldef
trigger1 = stateno = 905
reversal.attr = SA, SP
P1stateno = 191

[State 900, Pal]
type = Reversaldef
trigger1 = stateno = 905
reversal.attr = SA, NP
P1stateno = 191

[State 900, Pal]
type = palfx
trigger1 = time = 0
time = 3
add = 255,255,255
sinadd = 255,255,255,255

[State 900, Sound1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S13, 1
volume = 200

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

;---------------------------------------------------------------------------
; In Alpha Counter

[Statedef 901]
type    = A
movetype= H

[State 901, PosSet]
type = ChangeAnim2
trigger1 = Time = 0
value = 902

[State 901, PosSet]
type = PosSet
trigger1 = Time = 0
trigger1 = Pos Y >= -20
y = -30

[State 901, PosFreeze]
type = PosFreeze
trigger1 = Time = [0,12]

[State 901, VelSet]
type = VelSet
trigger1 = Time = 12
x = -5
y = -9

[State 901, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = .5

[State 901, Alpha Swirls]
type = RemoveExplod
trigger1 = Pos Y >= 0
Id = 901
removetime = -1

[State 901, Change]
type = SelfState
trigger1 = Pos Y >= 0
value = 5100
;-------------------------------------------------------------------
-------------------------------------------------------------------------
; V-ISM
[Statedef 4123]
type = S
ctrl = 0
anim = 4600
poweradd = -1000
velset = 0,0,0

[State 2000, Sound]
type = PlaySnd
trigger1 = time = 0
value = S2000,0

[State 2000, SuperPause]
type = SuperPause
trigger1 = Time = 0
anim = S2001
time = 43
movetime = 42

[State 2000, VarSet]
type = VarSet
trigger1 = time = 43
v = 55
value = 500

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4123) = 0
trigger1 = time = 43
trigger1 = teamside = 2
id = 4123
anim = 4123
postype = right
pos = -129, 220
bindtime = -1
ontop = 1
ownpal = 1

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4123) = 0
trigger1 = time = 43
trigger1 = teamside = 1
id = 4123
anim = 4123
postype = left
pos = 20, 220
bindtime = -1
ontop = 1
ownpal = 1

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4124) = 0
trigger1 = time = 43
trigger1 = teamside = 1
id = 4124
anim = 4124
postype = left
pos = 20, 220
bindtime = -1
ontop = 1
ownpal = 1

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4125) = 0
trigger1 = time = 43
trigger1 = teamside = 1
id = 4125
anim = 4125
postype = left
pos = 20, 220
bindtime = -1
ontop = 1
ownpal = 1

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4126) = 0
trigger1 = time = 43
trigger1 = teamside = 1
id = 4126
anim = 4126
postype = left
pos = 20, 220
bindtime = -1
ontop = 1
ownpal = 1

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4127) = 0
trigger1 = time = 43
trigger1 = teamside = 1
id = 4127
anim = 4127
postype = left
pos = 20, 220
bindtime = -1
ontop = 1
ownpal = 1

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4128) = 0
trigger1 = time = 43
trigger1 = teamside = 1
id = 4128
anim = 4128
postype = left
pos = 20, 220
bindtime = -1
ontop = 1
ownpal = 1

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4129) = 0
trigger1 = time = 43
trigger1 = teamside = 1
id = 4129
anim = 4129
postype = left
pos = 20, 220
bindtime = -1
ontop = 1
ownpal = 1

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4130) = 0
trigger1 = time = 43
trigger1 = teamside = 1
id = 4130
anim = 4130
postype = left
pos = 20, 220
bindtime = -1
ontop = 1
ownpal = 1

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4131) = 0
trigger1 = time = 43
trigger1 = teamside = 1
id = 4131
anim = 4131
postype = left
pos = 20, 220
bindtime = -1
ontop = 1
ownpal = 1

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4132) = 0
trigger1 = time = 43
trigger1 = teamside = 1
id = 4132
anim = 4132
postype = left
pos = 20, 220
bindtime = -1
ontop = 1
ownpal = 1

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4133) = 0
trigger1 = time = 43
trigger1 = teamside = 1
id = 4133
anim = 4133
postype = left
pos = 20, 220
bindtime = -1
ontop = 1
ownpal = 1

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4124) = 0
trigger1 = time = 43
trigger1 = teamside = 2
id = 4124
anim = 4124
postype = right
pos = -129, 220
bindtime = -1
ontop = 1
ownpal = 1

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4125) = 0
trigger1 = time = 43
trigger1 = teamside = 2
id = 4125
anim = 4125
postype = right
pos = -129, 220
bindtime = -1
ontop = 1
ownpal = 1

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4126) = 0
trigger1 = time = 43
trigger1 = teamside = 2
id = 4126
anim = 4126
postype = right
pos = -129, 220
bindtime = -1
ontop = 1
ownpal = 1

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4127) = 0
trigger1 = time = 43
trigger1 = teamside = 2
id = 4127
anim = 4127
postype = right
pos = -129, 220
bindtime = -1
ontop = 1
ownpal = 1

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4128) = 0
trigger1 = time = 43
trigger1 = teamside = 2
id = 4128
anim = 4128
postype = right
pos = -129, 220
bindtime = -1
ontop = 1
ownpal = 1

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4129) = 0
trigger1 = time = 43
trigger1 = teamside = 2
id = 4129
anim = 4129
postype = right
pos = -129, 220
bindtime = -1
ontop = 1
ownpal = 1

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4130) = 0
trigger1 = time = 43
trigger1 = teamside = 2
id = 4130
anim = 4130
postype = right
pos = -129, 220
bindtime = -1
ontop = 1
ownpal = 1

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4131) = 0
trigger1 = time = 43
trigger1 = teamside = 2
id = 4131
anim = 4131
postype = right
pos = -129, 220
bindtime = -1
ontop = 1
ownpal = 1

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4132) = 0
trigger1 = time = 43
trigger1 = teamside = 2
id = 4132
anim = 4132
postype = right
pos = -129, 220
bindtime = -1
ontop = 1
ownpal = 1

[State -3, Super effect]
type = Explod
trigger1 = NumExplod(4133) = 0
trigger1 = time = 43
trigger1 = teamside = 2
id = 4133
anim = 4133
postype = right
pos = -129, 220
bindtime = -1
ontop = 1
ownpal = 1

[State 2000, Change]
type = ChangeState
trigger1 = Time = 43
value = 0
ctrl = 1

