;---------------------------------------------------------------------------
;retsuzan
[statedef 400011]
type    = s
movetype= a
physics = s
velset = 0,0
anim = 400011
ctrl = 0





;--------------------------------------
;[state 4002, 1]
;type = explod
;trigger1 = animelem = 3
;anim = 7000
;id = 7000
;postype = back
;pos = 0, 0
;sprpriority = -3
;ownpal = 1
;bindtime = -1
;supermove = 1
;persistent = 0

;[state 4002, 3.2]
;type = explod
;trigger1 = animelem = 3
;trigger1 = Facing = 1
;anim = 9003
;id = 9003
;postype = back
;pos = 0, 0
;sprpriority = -4
;ownpal = 1
;bindtime = -1
;supermove = 1
;persistent = 0

;[state 4002, 3.2]
;type = explod
;trigger1 = animelem = 3
;trigger1 = Facing = -1
;anim = 9003
;id = 9003
;postype = back
;pos = 1, 0
;sprpriority = -4
;ownpal = 1
;bindtime = -1
;supermove = 1
;persistent = 0
;persistent = 0

;[state 4002, super bg]
;type = explod
;trigger1 = numexplod(9003) = 0
;trigger1 = time > 12
;anim = 9001
;ownpal = 1
;id = 9001
;bindtime = 200
;removetime = -1
;removeongethit = 1
;postype = back
;pos = 0, 0
;sprpriority = -9
;persistent = 0

;[state 2000, 4]
;type = helper
;trigger1 = numhelper(9002) = 0
;trigger1 = animelem = 3
;stateno = 9002
;id = 9002
;name = "floor"
;pos = 0,0
;postype = p1
;bindtime = 0
;ownpal = 1
;persistent = 0

[state haha]
type = superpause
trigger1 = animelem = 3
time = 39
movetime = 39
darken = 1
pos = 15,-87
anim = 100
sound = s4,1
unhittable = 3
poweradd = -2000
persistent = 0
;----------------------------------


[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 1000, Helper]
type = Helper
trigger1 = animelem = 6
postype = p1
pos = 10,-90
stateno = 400111
supermovetime = 85
bindtime = 1
ownpal = 1
name = "sun burst"
ID = 3001
persistent = 0

[state haha]
type = varset
trigger1 = time = 0
v = 0
value = 0

[state haha]
type = changeanim
trigger1 = var(0) = 1
value = 400211
persistent = 0


[state haha]
type = changestate
trigger1 = anim = 400211
trigger1 = animtime = 0
trigger2 = numhelper(3001) = 0
trigger2 = time > 50
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;retsuzan go!
[statedef 400111]
type    = s
movetype= a
physics = N
anim = 400111
velset = 0,0
sprpriority = 3
ctrl = 0




[state 200, 1]
type = playsnd
trigger1 = time = 16
value = 5, 2

[state haha]
type = velset
trigger1 = time = 37
x = 6

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 870, push block]
type = explod
trigger1 = time%8 = 0
trigger1 = time > 20
id = 900
pos = 0,0
bindtime = 1
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state haha]
type = posadd
trigger1 = time = 37
y = 20

[state 210, 2]
type = hitdef
trigger1 = vel x != 0
attr = s, sa
animtype  = hard
fall.animtype = hard
damage    = 36,10
guarDFlag = MA
pausetime = 0,5
sparkno = 3
guard.sparkno = 41
getpower = 0
sparkxy = -5, -10 ;(p2dist y + enemynear, const(size.mid.pos.y))
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
air.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -5
air.velocity = 5,-1
air.fall = 1
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 3001, parentvarset]
type = parentvarset
trigger1 = var(8) = 0
trigger1 = roundstate = 3
trigger1 = winko = 1
trigger1 = movehit
trigger1 = enemynear, loseko = 1
var(8) = 1
ignorehitpause = 1

[State 1004, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 1004, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1

[State 7015, HitOverride]
type = HitOverride
trigger1 = Time > 0
slot = 1
time = -1
attr = SCA, HP
stateno = 400211

[State 7015, HitOverride]
type = HitOverride
trigger1 = Time > 0
slot = 0
time = -1
attr = SCA, NP, SP
stateno = 400311

[state 3001, attackmulset]
type = attackmulset
trigger1 = 1
value = parent, Fvar(0)
ignorehitpause = 1

[state 3001, parentvaradd]
type = parentvaradd
trigger1 = movehit
var(18) = 1
ignorehitpause = 1
persistent = 0

[state haha]
type = changestate
trigger1 = movecontact
value = 400211

[state haha]
type = destroyself
trigger1 = FrontEdgeBodyDist < -70

;---------------------------------------------------------------------------
;retsuzan go!
[statedef 400211]
type    = s
movetype= a
physics = s
anim = 400311
velset = 0,0
ctrl = 0




[State -2, NoThrow]
type = HitOverride
trigger1 = 1
time = 1
slot = 0
attr = SCA, AT
stateno = 0

[state 200, 1]
type = parentvarset
trigger1 = time = 0
v = 0
value = 1



[state 200, 1]
type = playsnd
trigger1 = time%10 = 5
trigger1 = time > 10
value = 5, 9
volume = -100
channel = 6

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = -43,43

[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = 0,3

[state 234, voice]
type = varrandom
trigger1 = 1
v = 2
range = -43,43

[state 870, push block]
type = explod
trigger1 = time%10 = 0
id = 900
pos = var(0),var(2)
bindtime = 1
anim = 400411
sprpriority = 2
ownpal = 1
ignorehitpause = 1

[state 870, push block]
type = explod
trigger1 = time%10 = 5
trigger1 = time > 10
id = 900
pos = var(0),var(2)
bindtime = 1
anim = 400511
sprpriority = -1
ownpal = 1
ignorehitpause = 1

[state 210, 2]
type = hitdef
trigger1 = time%8 = 0
trigger1 = p2dist x >= 0
trigger1 = time < 101
attr = s, ha
animtype  = hard
fall.animtype = hard
damage    = 10,3
guarDFlag = ma
pausetime = 0,5
sparkno = 3
guard.sparkno = 41
sparkxy = -5, -10 ;(p2dist y + enemynear, const(size.mid.pos.y))
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
air.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = 10
air.velocity = 5,-1
yaccel = .7
air.fall = 1
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 210, 2]
type = hitdef
trigger1 = time%8 = 0
trigger1 = p2dist x < 0
trigger1 = time < 101
attr = s, ha
animtype  = hard
fall.animtype = hard
damage    = 13,3
guarDFlag = ma
pausetime = 0,5
sparkno = 3
guard.sparkno = 41
sparkxy = -5, -10 ;(p2dist y + enemynear, const(size.mid.pos.y))
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
air.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -10
air.velocity = -5,-1
yaccel = .7
air.fall = 1
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 210, 2]
type = hitdef
trigger1 = time%8 = 0
trigger1 = time > 101
attr = s, ha
animtype  = hard
fall.animtype = hard
damage    = 13,3
guarDFlag = ma
pausetime = 0,5
sparkno = 3
guard.sparkno = 41
sparkxy = -5, -10 ;(p2dist y + enemynear, const(size.mid.pos.y))
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
air.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -15,-20
air.velocity = -15,-20
yaccel = .7
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15


[state 870, push block]
type = explod
trigger1 = time%5 = 5
trigger1 = time > 10
id = 900
pos = var(0),var(2)
bindtime = 1
anim = 900 + var(1)
sprpriority = -2
ownpal = 1
ignorehitpause = 1


[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0


[state 3001, parentvarset]
type = parentvarset
trigger1 = var(8) = 0
trigger1 = roundstate = 3
trigger1 = winko = 1
trigger1 = movehit
trigger1 = enemynear, loseko = 1
var(8) = 1
ignorehitpause = 1

[state 3001, attackmulset]
type = attackmulset
trigger1 = 1
value = parent, Fvar(0)
ignorehitpause = 1


[state haha]
type = destroyself
trigger1 = time = 110

;---------------------------------------------------------------------------
;retsuzan go!
[statedef 400311]
type    = s
movetype= a
physics = N
velset = 0,0
sprpriority = 3
ctrl = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[state haha]
type = velset
trigger1 = time = 0
x = 6

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 870, push block]
type = explod
trigger1 = time%8 = 0
trigger1 = time > 20
id = 900
pos = 0,0
bindtime = 1
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state haha]
type = posadd
trigger1 = time = 40
y = 20

[state 210, 2]
type = hitdef
trigger1 = vel x != 0
attr = s, sa
animtype  = heavy
damage    = 57,10
guarDFlag = MA
pausetime = 0,5
sparkno = 3
guard.sparkno = 41
getpower = 0
sparkxy = -5, -10 ;(p2dist y + enemynear, const(size.mid.pos.y))
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -5
air.velocity = 5,-1
air.fall = 1
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 1060, 8]
type = explod
trigger1 = movehit && numexplod(910) < 1
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 1060, 8]
type = explod
trigger1 = movehit && numexplod(911) < 1
trigger1 = p2movetype = h
anim = 910
id = 911
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)+20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1004, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 1004, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1

[State 7015, HitOverride]
type = HitOverride
trigger1 = Time > 0
slot = 0
time = 3003
attr = SCA, HP
stateno = 400211

[State 7015, HitOverride]
type = HitOverride
trigger1 = Time > 0
slot = 0
time = -1
attr = SCA, NP, SP
stateno = -1

[state 3001, attackmulset]
type = attackmulset
trigger1 = 1
value = parent, Fvar(0)
ignorehitpause = 1

[state haha]
type = changestate
triggerall = vel x != 0
trigger1 = movecontact
trigger2 = parent, command = "y" 
value = 400211

[state haha]
type = destroyself
trigger1 = FrontEdgeBodyDist < -70


;---------------------------------------------------------------------------
;retsuzan
[statedef 400012]
type    = s
movetype= a
physics = s
velset = 0,0
anim = 400012
ctrl = 0



;--------------------------------------
;[state 4002, 1]
;type = explod
;trigger1 = animelem = 3
;anim = 7000
;id = 7000
;postype = back
;pos = 0, 0
;sprpriority = -3
;ownpal = 1
;bindtime = -1
;supermove = 1
;persistent = 0

;[state 4002, 3.2]
;type = explod
;trigger1 = animelem = 3
;trigger1 = Facing = 1
;anim = 9003
;id = 9003
;postype = back
;pos = 0, 0
;sprpriority = -4
;ownpal = 1
;bindtime = -1
;supermove = 1
;persistent = 0

;[state 4002, 3.2]
;type = explod
;trigger1 = animelem = 3
;trigger1 = Facing = -1
;anim = 9003
;id = 9003
;postype = back
;pos = 1, 0
;sprpriority = -4
;ownpal = 1
;bindtime = -1
;supermove = 1
;persistent = 0
;persistent = 0

;[state 4002, super bg]
;type = explod
;trigger1 = numexplod(9003) = 0
;trigger1 = time > 12
;anim = 9001
;ownpal = 1
;id = 9001
;bindtime = 200
;removetime = -1
;removeongethit = 1
;postype = back
;pos = 0, 0
;sprpriority = -9
;persistent = 0

;[state 2000, 4]
;type = helper
;trigger1 = numhelper(9002) = 0
;trigger1 = animelem = 3
;stateno = 9002
;id = 9002
;name = "floor"
;pos = 0,0
;postype = p1
;bindtime = 0
;ownpal = 1
;persistent = 0


[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[state haha]
type = superpause
trigger1 = animelem = 3
time = 39
movetime = 39
darken = 1
pos = 15,-87
anim = 100
sound = s4,1
unhittable = 3
poweradd = -1000
persistent = 0
;----------------------------------

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 1000, Helper]
type = Helper
trigger1 = animelem = 6
postype = p1
pos = 10,-90
stateno = 400112
supermovetime = 45
bindtime = 1
ownpal = 1
name = "sun burst"
ID = 3001
persistent = 0

[state haha]
type = varset
trigger1 = time = 0
v = 0
value = 0

[state haha]
type = changeanim
trigger1 = var(0) = 1
value = 400212
persistent = 0

[state haha]
type = changestate
trigger1 = anim = 400212
trigger1 = animtime = 0
trigger2 = numhelper(3001) = 0
trigger2 = time > 50
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;retsuzan go!
[statedef 400112]
type    = s
movetype= a
physics = N
anim = 400112
velset = 0,0
sprpriority = 3
ctrl = 0


[state 200, 1]
type = playsnd
trigger1 = time = 16
value = 5, 2

[state haha]
type = velset
trigger1 = time = 37
x = 6

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 870, push block]
type = explod
trigger1 = time%8 = 0
trigger1 = time > 20
id = 900
pos = 0,0
bindtime = 1
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state haha]
type = posadd
trigger1 = time = 37
y = 20

[state 210, 2]
type = hitdef
trigger1 = vel x != 0
attr = s, sa
animtype  = hard
fall.animtype = hard
damage    = 38,10
guarDFlag = MA
pausetime = 0,5
sparkno = 3
guard.sparkno = 41
sparkxy = -5, -10 ;(p2dist y + enemynear, const(size.mid.pos.y))
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
air.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -5
air.velocity = 5,-1
air.fall = 1
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0


[state 3001, parentvarset]
type = parentvarset
trigger1 = var(8) = 0
trigger1 = roundstate = 3
trigger1 = winko = 1
trigger1 = movehit
trigger1 = enemynear, loseko = 1
var(8) = 1
ignorehitpause = 1

[State 1004, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 1004, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1

[State 7015, HitOverride]
type = HitOverride
trigger1 = Time > 0
slot = 1
time = -1
attr = SCA, HP
stateno = 400212

[State 7015, HitOverride]
type = HitOverride
trigger1 = Time > 0
slot = 0
time = -1
attr = SCA, NP, SP
stateno = 400312

[state 3001, attackmulset]
type = attackmulset
trigger1 = 1
value = parent, Fvar(0)
ignorehitpause = 1

[state 3001, parentvaradd]
type = parentvaradd
trigger1 = movehit
var(18) = 1
ignorehitpause = 1
persistent = 0

[state haha]
type = changestate
trigger1 = movecontact
value = 400212

[state haha]
type = destroyself
trigger1 = FrontEdgeBodyDist < -70

;---------------------------------------------------------------------------
;retsuzan go!
[statedef 400212]
type    = s
movetype= a
physics = s
anim = 400312
velset = 0,0
ctrl = 0


[State -2, NoThrow]
type = HitOverride
trigger1 = 1
time = 1
slot = 0
attr = SCA, AT
stateno = 0

[state 200, 1]
type = parentvarset
trigger1 = time = 0
v = 0
value = 1



[state 200, 1]
type = playsnd
trigger1 = time%10 = 5
trigger1 = time > 10
value = 5, 9
volume = -100
channel = 6

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = -43,43

[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = 0,3

[state 234, voice]
type = varrandom
trigger1 = 1
v = 2
range = -43,43

[state 870, push block]
type = explod
trigger1 = time%10 = 0
id = 900
pos = var(0),var(2)
bindtime = 1
anim = 400412
sprpriority = 2
ownpal = 1
ignorehitpause = 1

[state 870, push block]
type = explod
trigger1 = time%10 = 5
trigger1 = time > 10
id = 900
pos = var(0),var(2)
bindtime = 1
anim = 400512
sprpriority = -1
ownpal = 1
ignorehitpause = 1

[state 870, push block]
type = explod
trigger1 = time%5 = 5
trigger1 = time > 10
id = 900
pos = var(0),var(2)
bindtime = 1
anim = 900 + var(1)
sprpriority = -2
ownpal = 1
ignorehitpause = 1

[state 210, 2]
type = hitdef
trigger1 = time%8 = 0
trigger1 = p2dist x >= 0
trigger1 = time < 71
attr = s, ha
animtype  = hard
fall.animtype = hard
damage    = 10,3
guarDFlag = ma
pausetime = 0,5
sparkno = 3
guard.sparkno = 41
sparkxy = -5, -10 ;(p2dist y + enemynear, const(size.mid.pos.y))
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
air.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = 10
air.velocity = 5,-1
yaccel = .7
air.fall = 1
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 210, 2]
type = hitdef
trigger1 = time%8 = 0
trigger1 = p2dist x < 0
trigger1 = time < 71
attr = s, ha
animtype  = hard
fall.animtype = hard
damage    = 10,3
guarDFlag = ma
pausetime = 0,5
sparkno = 3
guard.sparkno = 41
sparkxy = -5, -10 ;(p2dist y + enemynear, const(size.mid.pos.y))
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
air.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -10
air.velocity = -5,-1
yaccel = .7
air.fall = 1
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 210, 2]
type = hitdef
trigger1 = time%8 = 0
trigger1 = time > 71
attr = s, ha
animtype  = hard
fall.animtype = hard
damage    = 13,3
guarDFlag = ma
pausetime = 0,5
sparkno = 3
guard.sparkno = 41
sparkxy = -5, -10 ;(p2dist y + enemynear, const(size.mid.pos.y))
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
air.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -15,-20
air.velocity = -15,-20
yaccel = .7
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)+20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 3001, parentvarset]
type = parentvarset
trigger1 = var(8) = 0
trigger1 = roundstate = 3
trigger1 = winko = 1
trigger1 = movehit
trigger1 = enemynear, loseko = 1
var(8) = 1
ignorehitpause = 1

[state 3001, attackmulset]
type = attackmulset
trigger1 = 1
value = parent, Fvar(0)
ignorehitpause = 1

[state 3001, parentvaradd]
type = movehitreset
trigger1 = movecontact

[state 3001, parentvaradd]
type = parentvaradd
trigger1 = movehit
var(9) = 1

[state haha]
type = destroyself
trigger1 = time = 80
;---------------------------------------------------------------------------
;retsuzan go!
[statedef 400312]
type    = s
movetype= a
physics = N
velset = 0,0
sprpriority = 3
ctrl = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[state haha]
type = velset
trigger1 = time = 0
x = 6

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 870, push block]
type = explod
trigger1 = time%8 = 0
trigger1 = time > 20
id = 900
pos = 0,0
bindtime = 1
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state haha]
type = posadd
trigger1 = time = 40
y = 20

[state 210, 2]
type = hitdef
trigger1 = vel x != 0
attr = s, sa
animtype  = heavy
damage    = 47,10
guarDFlag = MA
pausetime = 0,5
sparkno = 3
guard.sparkno = 41
getpower = 0
sparkxy = -5, -10 ;(p2dist y + enemynear, const(size.mid.pos.y))
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -5
air.velocity = 5,-1
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 1060, 8]
type = explod
trigger1 = movehit && numexplod(910) < 1
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 1060, 8]
type = explod
trigger1 = movehit && numexplod(911) < 1
trigger1 = p2movetype = h
anim = 910
id = 911
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)+20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1004, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 1004, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1

[State 7015, HitOverride]
type = HitOverride
trigger1 = Time > 0
slot = 0
time = 3003
attr = SCA, HP
stateno = 400212

[State 7015, HitOverride]
type = HitOverride
trigger1 = Time > 0
slot = 0
time = -1
attr = SCA, NP, SP
stateno = -1

[state 3001, attackmulset]
type = attackmulset
trigger1 = 1
value = parent, Fvar(0)
ignorehitpause = 1

[state haha]
type = changestate
triggerall = vel x != 0
trigger1 = movecontact
trigger2 = parent, command = "x" 
value = 400212

[state haha]
type = destroyself
trigger1 = FrontEdgeBodyDist < -70

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

[data]
life = 1000
attack = 100
defence = 100
power = 3000
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
ko.echo = 0
volume = 255
intpersistindex = 51
floatpersistindex = 40

[size]
xscale = 1           
yscale = 1           
ground.back = 19
ground.front = 17 ;12   
air.back = 15       
air.front = 15       
height = 60	     
attack.dist = 160   
proj.attack.dist = 90 
proj.doscale = 0     
head.pos = -8, -83   
mid.pos = -8, -64   
shadowoffset = 0     
draw.offset = 0,0    

[velocity]
walk.fwd  = 2.6      
walk.back = -2.4    
run.fwd  = 7, 0    
run.back = -7,-3.8 ;
jump.neu = 0,-8.8    
jump.back = -2.55,-8.8    
jump.fwd = 2.5,-8.8    
runjump.back = -2.55,-8.1 
runjump.fwd = 6,-8.1      
airjump.neu = 0,-8.8      
airjump.back = -3.55      
airjump.fwd = 3.5         

[movement]
airjump.num = 0    
airjump.height = 35  
yaccel = .4      
stand.friction = .89 
crouch.friction = .82

[Quotes]
victory1 = Aww... too tough? You should go home. It's alright to cry.
victory2 = I'm going to tickle you now... You ready? Tickle. Tickle.
victory3 = That wasn't exciting at all! I can't believe this is the end!
victory4 = Ha ha ha ha ha! You got the short end of the stick in that fight.
victory5 = Hmm.... Not too bad. You should take that as a compliment.
victory6 = You'll have to excuse me... After all, this is just work...
victory7 = I know everyting you are going to do, even before you do.
victory8 = Oh my... that was too boring! Now what am I supposed to do?

;---------------------------------------------------------------------------
; initialize (at the start of the round)
[statedef 5900]
type = s

[state 5900, 1] 
type = varset
trigger1 = matchno != var(58)
var(59) = 0

[state 5900, 1] 
type = varset
trigger1 = matchno != var(58)
var(52) = 0


[state 191, 0]
type = changestate
trigger1 = (roundno != 1) && (var(59) != 1)
value = 196



[state 191, 0]
type = changestate
;trigger1 = time = 0
trigger1 = roundno != 1
value = 0

[state 5900, 1] ;intro
type = changestate
trigger1 = roundno = 1
value = 190
;---------------------------------------------------------------------------
; stand
[statedef 0]
type = s
physics = s
velset = 0,0
sprpriority = 0

[state 0, 1]
type = changeanim
trigger1 = anim != 0 && anim != 5
trigger2 = anim = 5 && animtime = 0 ;turn anim over
value = 0

[state 0, 3] ;stop moving if low velocity or 4 ticks pass
type = velset
trigger1 = abs(vel x) < 2
trigger2 = time = 4
x = 0

;---------------------------------------------------------------------------
; stand to crouch
[statedef 10]
type    = c
physics = c
anim = 10

[state 10, 1]
type = velmul
trigger1 = time = 0
x = .75

[state 10, 1]
type = velset
trigger1 = time = 0
y = 0

[state 10, 2]
type = changestate
trigger1 = animtime = 0
value = 11

;---------------------------------------------------------------------------
; crouching
[statedef 11]
type    = c
physics = c
anim = 11
sprpriority = 0

[state 10, 1]
type = velset
trigger1 = time = 0
y = 0
x = 0

[state 11, 1] ;
type = changeanim
trigger1 = anim = 6 && animtime = 0
value = 11

;---------------------------------------------------------------------------
; crouch to stand
[statedef 12]
type    = s
physics = s
anim = 12

[state 10, 1]
type = velset
trigger1 = time = 0
y = 0

[state 12, 1]
type = changestate
trigger1 = animtime = 0
value = 0


;Taunt
[Statedef 195]
type = S
movetype = I
physics = S
poweradd = 200
anim = 1956
ctrl = 0

[State 195, 1]
type = playsnd
trigger1 = time = 0
value = 34234,0

[State 195, 2]
type = changestate
trigger1 = time = 50
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[statedef 170]
type = s
ctrl = 0
anim = 170
velset = 0,0

[state 170, 1]
type = nothitby
trigger1 = 1
value = sca
time = 1

;---------------------------------------------------------------------------
[statedef 180]
type = s
ctrl = 0

[state 180, 1]
type = varrandom
trigger1 = time = 0
v = 10
range = 183

[state 180, 1]
type = changestate
trigger1 = time = 0
value = 183

[statedef 182]
type = s
ctrl = 0
anim = 183
velset = 0,0

[State 182, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,12

[state 181, 1]
type = nothitby
trigger1 = 1
value = sca
time = 1

[Statedef 183]
type = S
physics = S
ctrl = 0
velset = 0,0
anim = 181

[State 180, 1]
type = AssertSpecial
trigger1 = Time = [0,190]
flag = RoundNotOver

[State 182, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,9

[Statedef 184]
type = S
physics = S
ctrl = 0
velset = 0,0
anim = 187

[State 180, 1]
type = AssertSpecial
trigger1 = Time = [0,190]
flag = RoundNotOver

[state 181,1]
type = varrandom
trigger1 = 1
v = 1
range = 2,3

[State 182, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 11,var(1)


;---------------------------------------------------------------------------
[statedef 181]
type = s
ctrl = 0
anim = 180
velset = 0,0

[state 192, 2]
type = playsnd
trigger1 = animelem = 2
value = 1, 13

[State 180, 1]
type = AssertSpecial
trigger1 = Time = [0,190]
flag = RoundNotOver


;---------------------------------------------------------------------------
; intro
[statedef 190]
type = s
ctrl = 0
anim = 190
velset = 0,0

[State 191, 10]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "J_Rose"
value = 10000

[State 191, 10]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Cammy"
value = 10001

[State 191, 10]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "M.Bison"
value = 10002

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

[State 190, 10]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "T.Hawk"
value = 10004

[State 190, 16]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Target Test" 
value = 10005

[State 190, 16]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Duck Hunt" 
value = 10006

[State 190, 16]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "BONUS STAGE2" 
value = 10007


[State 190, 1]
type = playsnd
trigger1 = time = 3
value = 190,0

[State 180, 1]
type = ChangeState
trigger1 = animtime = 0
value = 0

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

[Statedef 10006]
type = S
ctrl = 0
anim = 1956
velset = 0,0

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

[State 195,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 3

[State 10000, 5]
type = ChangeAnim
triggerall = Anim = 1956
trigger1 = AnimTime = 0
value = 0

[State 10005, 5]
type = PalFX
trigger1 = Time = 1050
add = 55,55,2
mul = 240,240,2
sinadd = 82,82,2,25
invertall = 0
color = 0
ignorehitpause = 1

[State 10005, 5]
type = allPalFX
trigger1 = Time = 1050
time = 60
add = 100,100,100
mul = 100,100,100
sinadd = 200,200,200,50
invertall = 0
color = 256
ignorehitpause = 1
persistent = 0


[State 10005, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro


[State 10005, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 80
anim = F95103343
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10005, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F5747433
postype = left
pos = 160,50
ownpal = 1
ontop = 1
sprpriority = 1

[State 10005, Exlod2] ;Text
type = Explod
trigger1 = Time = 0
anim = F16674999
postype = left
pos = 160,50
ownpal = 1
ontop = 0

[State 10005, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

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

[Statedef 10007]
type = S
ctrl = 0
anim = 1956
velset = 0,0

[State 2000, Asserts]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
flag3 = nokoslow

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

[State 195,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 3

[State 10000, 5]
type = ChangeAnim
triggerall = Anim = 1956
trigger1 = AnimTime = 0
value = 0

[State 10005, 5]
type = PalFX
trigger1 = Time = 1050
add = 55,55,2
mul = 240,240,2
sinadd = 82,82,2,25
invertall = 0
color = 0
ignorehitpause = 1

[State 10005, 5]
type = allPalFX
trigger1 = Time = 1050
time = 60
add = 100,100,100
mul = 100,100,100
sinadd = 200,200,200,50
invertall = 0
color = 256
ignorehitpause = 1
persistent = 0


[State 10005, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro


[State 10005, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 80
anim = F95103343
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10005, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F574743399
postype = left
pos = 160,50
ownpal = 1
ontop = 1
sprpriority = 1

[State 10005, Exlod2] ;Text
type = Explod
trigger1 = Time = 0
anim = F16674999
postype = left
pos = 160,50
ownpal = 1
ontop = 0

[State 10005, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0


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

[Statedef 10005]
type = S
ctrl = 0
anim = 1956
velset = 0,0

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

[State 10000, 5]
type = ChangeAnim
triggerall = Anim = 1956
trigger1 = AnimTime = 0
value = 0

[State 195,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 3

[State 10004, 5]
type = PalFX
trigger1 = Time = 1050
add = 55,55,2
mul = 240,240,2
sinadd = 82,82,2,25
invertall = 0
color = 0
ignorehitpause = 1

[State 10004, 5]
type = allPalFX
trigger1 = Time = 1050
time = 60
add = 100,100,100
mul = 100,100,100
sinadd = 200,200,200,50
invertall = 0
color = 256
ignorehitpause = 1
persistent = 0


[State 10004, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro


[State 10003, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 80
anim = F95103343
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10004, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F1012342122
postype = left
pos = 160,50
ownpal = 1
ontop = 1
sprpriority = 2

[State 10004, Exlod2] ;Text
type = Explod
trigger1 = Time = 1
anim = F16674999
postype = left
pos = 160,50
ownpal = 1
;ontop = 1
sprpriority = 1

[State 10004, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0





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

[Statedef 10004]
type = S
ctrl = 0
anim = 1956
velset = 0,0


[State 195, 1]
type = playsnd
trigger1 = time = 0
value = 34234,0


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

[State 10004, 5]
type = ChangeAnim
triggerall = Anim = 1956
trigger1 = AnimTime = 0
value = 0



[State 10004, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1320
flag = Intro

[State 10004, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9610
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10004, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10128
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10004, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1320
value = 0

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

[Statedef 10003]
type = S
ctrl = 0
anim = 190
velset = 0,0

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

[State 10000, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = AnimTime = 0
value = 0

[State 190, 1]
type = playsnd
trigger1 = time = 3
value = 190,0



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

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

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

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

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

[Statedef 10000]
type = S
ctrl = 0
anim = 190
velset = 0,0

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

[State 10000, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = AnimTime = 0
value = 0

[State 190, 1]
type = playsnd
trigger1 = time = 3
value = 190,0


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

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

[State 10000, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10105
postype = left
pos = 160,50
ownpal = 1
ontop = 1

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

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

[Statedef 10001]
type = S
ctrl = 0
anim = 190
velset = 0,0

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

[State 10001, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = AnimTime = 0
value = 0

[State 190, 1]
type = playsnd
trigger1 = time = 3
value = 190,0


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

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

[State 10001, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10106
postype = left
pos = 160,50
ownpal = 1
ontop = 1

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

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

[Statedef 10002]
type = S
ctrl = 0
anim = 190
velset = 0,0

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

[State 10002, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = AnimTime = 0
value = 0

[State 190, 1]
type = playsnd
trigger1 = time = 3
value = 190,0


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

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

[State 10002, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10107
postype = left
pos = 160,50
ownpal = 1
ontop = 1

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

;---------------------------------------------------------------------------
; intro
[statedef 191]
type = s
physics = n
ctrl = 0
anim = 190
velset = 0,0

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[state 181,1]
type = varrandom
trigger1 = time = 0
v = 1
range = 0,1

[State 182, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,var(1)

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

;---------------------------------------------------------------------------
; intro
[statedef 192]
type = S
physics = S
ctrl = 0
anim = 191

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[state 181,1]
type = varrandom
trigger1 = time = 0
v = 1
range = 0,1

[State 182, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,var(1)

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

; jump in For turns mode
[statedef 193]
type = s
physics = n
ctrl = 0
anim = 193
velset = 0,0

[state 190]
type = changeanim
trigger1 = anim = 193 && animtime = 0
value = 194

[state 190]
type = playsnd
trigger1 = anim = 194
value = 5,7
persistent = 0

[state 190]
type = playsnd
trigger1 = anim = 194
value = 1,0
persistent = 0

[state 190]
type = changestate
trigger1 = anim = 194 && animtime = 0
value = 0
ctrl = 1


;-----------------------------------------
; hit_getup
[statedef 5120]
type    = l
movetype= i
physics = n
velset = 0,0,0

;[state 5120, 0] ; sneak roll backwards For back
;type = changestate
;triggerall = time = 0
;triggerall = anim != 5111
;trigger1 = command = "holdback"
;value = 5122

;[state 5120, 1] ; sneak roll Forwards For back
;type = changestate
;triggerall = time = 0
;triggerall = anim != 5111
;trigger1 = command = "holdfwd"
;value = 5123

[state 5120, 1a] ;get Up anim (normal)
type = changeanim
triggerall = time = 0
trigger1 = anim != 5111
value = 5120

[state 5120, 1b] ;get Up anim (for hit Up)
type = changeanim
triggerall = time = 0
trigger1 = anim = 5111
value = 5121

[state 5120, 3]
type = nothitby
trigger1 = 1
value = sca
time = 1

[state 5120, 5]
type = hitfallset
trigger1 = animtime = 0
value = 1

[state 5120, 6] ;can't be thrown right after getting Up
type = nothitby
trigger1 = animtime = 0
value = , nt,st,ht
time = 12

[state 5120, 6] ;can't be hit right after getting Up (short time)
type = nothitby
trigger1 = animtime = 0
value2 = sca
time = 3

[state 5120, 7]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; hit_getup (backward)
[statedef 5122]
type    = l
movetype= i
physics = n
ctrl = 0
velset = 0,0,0

[state 5120, 1]
type = changeanim
trigger1 = time = 0
value = 5122

[state 5121, 2]
type = veladd
trigger1 = animelem = 2
x = -8
persistent = 0

[state 5121, 3]
type = nothitby
trigger1 = time >= 0
value = sca
time = 1

[state 5121, 5]
type = hitfallset
trigger1 = animtime = 0
value = 1

[state 5121, 6] ;can't be thrown right after getting Up
type = nothitby
trigger1 = animtime = 0
value = , nt,st,ht
time = 12

[state 5121, 6] ;can't be hit right after getting Up (short time)
type = nothitby
trigger1 = animtime = 0
value2 = sca
time = 3

[state 5121, 7]
type = changestate
trigger1 = time = 35
value = 11
ctrl = 1

; hit_getup (forward)
[statedef 5123]
type    = l
movetype= i
physics = n
ctrl = 0
velset = 0,0,0

[state 5120, 1]
type = changeanim
trigger1 = time = 0
value = 5123

[state 5122, 2]
type = veladd
trigger1 = animelem = 2
x = 8
persistent = 0

[state 5122, 3]
type = nothitby
trigger1 = time = 0
value = sca
time = 1

[state 5122, 5]
type = hitfallset
trigger1 = animtime = 0
value = 1

[state 5122, 6] ;can't be thrown right after getting Up
type = nothitby
trigger1 = animtime = 0
value = , nt,st,ht
time = 12

[state 5122, 6] ;can't be hit right after getting Up (short time)
type = nothitby
trigger1 = animtime = 0
value2 = sca
time = 3

[state 5122, 7]
type = changestate
trigger1 = time = 35
value = 11
ctrl = 1

; hit_getup (forward)
[statedef 5125]
type    = l
movetype= i
physics = n
ctrl = 0
velset = 0,0,0

[state 5120, 1]
type = changeanim
trigger1 = time = 0
value = 5125

[state 5122, 2]
type = veladd
trigger1 = animelem = 4
x = 8

[state 5122, 3]
type = nothitby
trigger1 = time = 0
value = sca
time = 1

[state 5122, 5]
type = hitfallset
trigger1 = animtime = 0
value = 1

[state 5122, 6] ;can't be thrown right after getting Up
type = nothitby
trigger1 = animtime = 0
value = , nt,st,ht
time = 12

[state 5122, 6] ;can't be hit right after getting Up (short time)
type = nothitby
trigger1 = animtime = 0
value2 = sca
time = 3

[state 5122, 7]
type = changestate
trigger1 = time = 35
value = 11
ctrl = 1

;-----------------------------------------------------------------
 jump initiate
[statedef 40]
type    = s
physics = s
ctrl = 0

[state 40, 1]
type = velset
trigger1 = time = 0
y = 0

[state 40, 2]
type = changeanim
trigger1 = time = 0
value = 40

[state 40, 1]
type = velset
;trigger1 = time = 0
;trigger1 = command = "holdfwd"
trigger1 = prevstateno = 101
;trigger1 = sysvar(1) = 1
x = 7

[state 40, 1]
type = velset
trigger1 = time = 0
trigger1 = command = "holdback"
trigger1 = prevstateno = 105
x = -6

[state 40, 4]
type = varset
trigger1 = time = 0
sysvar(1) = 0

[state 40, 5]
type = varset
trigger1 = command = "holdfwd"
sysvar(1) = 1

[state 40, 6]
type = varset
trigger1 = command = "holdback"
sysvar(1) = -1

[state 40, 7]
type = velset
trigger1 = animtime = 0
trigger1 = var(3) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[state 40, 8]
type = velset
trigger1 = animtime = 0
trigger1 = var(3) = 1
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, 3, -1.5))
y = -13

[state 40, 9]
type = velset
trigger1 = animtime = 0
trigger1 = prevstateno = 100
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[state 40, 11]
type = varset
trigger1 = time = 0
var(3) = 0



[state 50, playsnd]
type = playsnd
trigger1 = animtime = 0
trigger1 = var(3) = 1
value = s0,17
channel = 0

[state 40, 14]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1

;---------------------------------------------------------
; jump Up
[statedef 50]
type    = a
physics = a

[state 50, 1]
type = varset
trigger1 = time = 0
sysvar(1) = 0

[state 50, 2]
type = changeanim
trigger1 = time = 0
trigger1 = var(3) = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[state 50, 3]
type = changeanim
trigger1 = time = 0
trigger1 = var(3) = 1
value = ifelse((vel x)=0, 50, ifelse((vel x)>0, 51, 52))

[state 50, 4]
type = varset
triggerall = time = 0
trigger1 = vel x = 0
var(1) = 0

[state 50, 5]
type = varset
triggerall = time = 0
trigger1 = vel x > 0
trigger2 = vel x < 0
var(1) = 1

[state 50, 6]
type = turn
trigger1 = p2dist x < 0
trigger1 = var(3) = 1

[state 50, 7]
type = veladd
trigger1 = var(3) = 1
trigger1 = command = "holdback"
trigger1 = vel x > -1.5
x = -.05

[state 50, 8]
type = veladd
trigger1 = var(3) = 1
trigger1 = command = "holdfwd"
trigger1 = vel x < 3
x = .15

[state 50, 9]
type = veladd
trigger1 = var(3) = 1
y = -0.14

[state 50,5]
type = explod
trigger1 = time = 2
trigger1 = var(3) = 1
anim = 6010
id = 6010
postype = p1
pos = 0,40
ownpal = 1
bindtime = 1
sprpriority = 5
persistent = 0
removeongethit = 0


[state 50, 12]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 52

;---------------------------------------------------------
; jump land
[statedef 52]
type    = s
physics = s
facep2 = 1
velset = 0,0
ctrl = 0

[state 52, 1]
type = changeanim
trigger1 = time = 0
value = 47

[state 52, playsnd]
type = playsnd
trigger1 = animelem = 1
value = s0,16
channel = 0

[state 52, Dust]
type = explod
trigger1 = time = 2
anim = 6007
id = 6007
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = -2
persistent = 0
removeongethit = 0

[state 52, 3]
type = posset
trigger1 = time = 0
y = 0

[state 52, 4]
type = ctrlset
trigger1 = time = 1
value = 1

[state 52, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Dash Forward
[statedef 100]
type    = s
movetype= a
physics = n
ctrl = 1
anim = 100
sprpriority = 1

[state 192, 2]
type = playsnd
trigger1 = animelem = 5
value = 2, 2

[state 100, 1]
type = velset
trigger1 = time = 0
x = 7

[state 100, 4]
type = explod
trigger1 = time = 4
id = 100
anim = 6014
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = 5
persistent = 0
removeongethit = 1

[state 100, 5]
type = assertspecial
trigger1 = 1
flag = nowalk

[state 100, 6]
type = playsnd
trigger1 = animelem = 1
value = 0,27

[state 100, 7]
type = changestate
trigger1 = time = 25
value = 101

;------------------------
; Dash Forward (land)
[statedef 101]
type    = s
physics = s
velset = 3,0
ctrl = 0
anim = 101

[state 101, 2]
type = makedust
trigger1 = time = 2
pos = -5,-2
spacing = 1

[state 100, 7]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------
; Dash back
[statedef 105]
type    = s
movetype= a
physics = n
ctrl = 0
anim = 105
sprpriority = 1

[state 105, 1]
type = velset
trigger1 = time = 0
x = const(velocity.run.back.x)

[state 105, 4]
type = assertspecial
trigger1 = 1
flag = nowalk

[state 105, 5]
type = playsnd
trigger1 = animelem = 1
value = 3,0

[state 105, 6]
type = changestate
trigger1 = animtime = 0
value = 106

;---------------------------------------------------------
; Dash back (land)
[statedef 106]
type    = s
physics = s
velset = 0,0
ctrl = 0
anim = 106

[state 106, 3]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; stand jab
[statedef 200]
type    = s                      
movetype= a                      
physics = s
anim = 200 
velset = 0,0                   
juggle  = 7                      
ctrl = 0                                             
sprpriority = 2                  

;[state 200, 1]
;type = playsnd
;trigger1 = time = 1
;value = 0, 12
;channel = 0

[state 240, 1]
type = playsnd
trigger1 = time = 1
value = 0, 12



[state 200, 1]
type = hitdef
trigger1 = time = 0
attr = s, na                    
damage = 20, 1
getpower = 25,12
givepower = 12,6                   
animtype = light                 
guarDFlag = ma                   
hitflag = maf                   
priority = 3, hit                
pausetime = 9,9                 
sparkno = 0
guard.sparkno = 40
sparkxy = -20, -70              
hitsound = s0+var(49), 0 
guardsound = s0+var(49),8                 
guardsound = 6, 0               
ground.type = high               
ground.slidetime = 10             
ground.hittime  = 11             
ground.velocity = -4                  
air.type = high                  
air.velocity = -2,-2           
air.hittime = 11
;yaccel = .7               

[state 200, 7]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; standing strong 
[statedef 210]
type    = s
movetype= a
physics = s
juggle  = 7
velset = 0,0
anim = 210
ctrl = 0
sprpriority = 2

[state 200, 1]
type = playsnd
trigger1 = time = 1
value = 0, 13
;channel = 0



[state 210, 2]
type = hitdef
trigger1 = animelem = 3
attr = s, na
animtype  = medium
damage    = 40,2
getpower = 40,14
givepower = 20,12
guarDFlag = maf
pausetime = 9,9
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-82
hitsound = s0+var(49),1
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -3,-3
;yaccel = .7 

[state 210, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; standing strong 
[statedef 21770]
type    = s
movetype= a
physics = s
juggle  = 7
velset = 0,0
anim = 21770
ctrl = 0
sprpriority = 2

[state 200, 1]
type = playsnd
trigger1 = time = 1
value = 0, 14
;channel = 0




[state 210, 2]
type = hitdef
trigger1 = animelem = 3
attr = s, na
animtype  = medium
damage    = 60,3
getpower = 60,16
givepower = 30,22
guarDFlag = maf
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = 0,-70
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-2
;yaccel = .7 

[state 210, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; standing strong 
[statedef 21044]
type    = s
movetype= a
physics = s
juggle  = 15
anim = 21044
ctrl = 0
sprpriority = 2

[state 870, push block]
type = explod
trigger1 = time = 4
id = 1001
pos = -9,-63
bindtime = 1
anim = 1001
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[state 200, 1]
type = playsnd
trigger1 = time = 1
freqmul = 1.2
value = 5, 6

[state 240, 1]
type = playsnd
trigger1 = time = 1
value = 0, 14




[state 240, 2]
type = hitdef
trigger1 = time = 0
attr = c, na
animtype  = Up
damage    = 55,3
getpower = 60,16
givepower = 30,22
guarDFlag = m
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-85
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 15
air.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-6
;p2stateno = 6100
fall=1
;yaccel = 0.6
;yaccel = .7 


[state 240, 4]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;[state 240, 4]
;type = changestate
;trigger1 = movehit
;trigger1 = command = "holdup"
;value = 40

;---------------------------------------------------------------------------
;Splashdown
[statedef 211]
type    = s
movetype= a
physics = s
juggle  = 7
anim = 211
velset = 0,0
ctrl = 0

;[state 200, 1]
;type = posadd
;trigger1 = animelem = 4
;x = 32

[state 240, 1]
type = playsnd
trigger1 = time = 14
value = 0, 14

[state 200, 1]
type = playsnd
trigger1 = time = 15
freqmul = 1.5
value = 5, 6

[state 200, 1]
type = playsnd
trigger1 = time = 13
value = 3, 3
channel = 0

[state -2, First attack]
type = explod
trigger1 = time = 18
anim = 212
sprpriority = 2
postype = p1
pos = 10,-100
bindtime = 1
ownpal = 1
removeongethit = 1
id = 8100

[state 210, 2]
type = hitdef
trigger1 = time = 0
attr = s, na
animtype  = back
damage    = 65,3
getpower = 60,16
givepower = 30,22
hitflag = maf
guarDFlag = ha
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-65
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-2
air.hittime = 17
;yaccel = .7 

[state 810]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;stand Fierce
[statedef 220]
type    = s
movetype= a
physics = s
juggle  = 12
velset = 0,0
anim = 220
ctrl = 0
sprpriority = 1

[state 230, 1]
type = playsnd
trigger1 = time = 1
value = 0, 14

[state 200, 1]
type = playsnd
trigger1 = time = 1
value = 3, 2

[state 200, 1]
type = playsnd
trigger1 = time = 1
freqmul = 1.2
value = 5, 6

[state -2, First attack]
type = explod
trigger1 = time = 4
anim = 221
sprpriority = 2
postype = p1
pos = 67,-65
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[state 210, 2]
type = hitdef
trigger1 = time = 0
attr = s, na
animtype  = back
damage    = 65,3
getpower = 60,16
givepower = 30,22
guarDFlag = HA
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-52
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -10
air.velocity = -3,-6
air.hittime = 17
air.fall=1
;yaccel = .7 

[state 210, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;stand Fierce
[statedef 220122]
type    = s
movetype= a
physics = s
juggle  = 12
velset = 0,0
anim = 220
ctrl = 0
sprpriority = 1

[state 230, 1]
type = playsnd
trigger1 = time = 1
value = 0, 14

[state 200, 1]
type = playsnd
trigger1 = time = 1
value = 3, 2

[state 200, 1]
type = playsnd
trigger1 = time = 1
freqmul = 1.2
value = 5, 6

[state -2, First attack]
type = explod
trigger1 = time = 4
anim = 221
sprpriority = 2
postype = p1
pos = 67,-65
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[state 210, 2]
type = hitdef
trigger1 = time = 0
attr = s, na
animtype  = back
damage    = 15,3
getpower = 60,16
givepower = 30,22
guarDFlag = HA
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-52
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -10
air.velocity = -3,-6
air.hittime = 17
air.fall=1
;yaccel = .7 

[state 210, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; standing short
[statedef 230]
type    = s
movetype= a
physics = s
juggle  = 7
velset = 0,0
anim = 230
ctrl = 0
sprpriority = 2

[state 230, 1]
type = playsnd
trigger1 = time = 2
value = 0, 12



[state 230, 2]
type = hitdef
trigger1 = time = 0
attr = s, na
animtype  = light
damage    = 22,1
getpower = 25,12
givepower = 12,6
guarDFlag = maf
pausetime = 9,9
sparkno = 0
guard.sparkno = 40
sparkxy = -5,-5
hitsound = s0+var(49),3
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -4
air.velocity = -2,-2
air.hittime = 11
;ground.cornerpush.veloff = -8
;yaccel = .7 

[state 230, 3]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; standing Forward
[statedef 240]
type    = s
movetype= a
physics = s
juggle  = 11
anim = 240
velset = 0,0
ctrl = 0
sprpriority = 2

[state 240, 1]
type = playsnd
trigger1 = time = 2
value = 0, 13



[state 240, 2]
type = hitdef
trigger1 = time = 0
attr = s, na
animtype  = medium
damage    = 42,2
getpower = 40,14
givepower = 20,12
guarDFlag = maf
pausetime = 9,9
sparkno = 1
guard.sparkno = 40
sparkxy = -10,-71
hitsound = s0+var(49),4
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 12
ground.hittime  = 15
air.hittime = 15
ground.velocity = -6
air.velocity = -3,-3
;yaccel = .7 

[state 240, 4]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------
[statedef 241]
type    = s
movetype= a
physics = s
juggle  = 7
anim = 241
velset = 0,0
ctrl = 0
sprpriority = 2

[state 230, 1]
type = velset
trigger1 = animelem = 3
x = 6

[state 230, 1]
type = playsnd
trigger1 = time = 2
value = 0, 14



[state 240, 2]
type = hitdef
trigger1 = time = 0
attr = s, na
animtype  = medium
damage    = 63,3
getpower = 60,16
givepower = 30,22
hitflag = Maf 
guarDFlag = haf
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-92
hitsound = s0+var(49),5
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 15
ground.hittime  = 17
air.hittime = 17
ground.velocity = -9
air.velocity = -4,-2
;yaccel = .7 

[state 240, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------
[statedef 241666]
type    = s
movetype= a
physics = s
juggle  = 7
anim = 241666
velset = 0,0
ctrl = 0
sprpriority = 2

[state 230, 1]
type = velset
trigger1 = animelem = 3
x = 6

[state 230, 1]
type = playsnd
trigger1 = time = 2
value = 0, 14



[state 240, 2]
type = hitdef
trigger1 = animelem = 4
trigger2 = animelem = 11
attr = s, na
animtype  = medium
damage    = 33,3
getpower = 60,16
givepower = 30,22
guarDFlag = maf
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-52
hitsound = s0+var(49),5
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 15
ground.hittime  = 17
air.hittime = 17
ground.velocity = -5
air.velocity = -3,-3
;yaccel = .7 

[state 240, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------
[statedef 241665]
type    = s
movetype= a
physics = s
juggle  = 7
anim = 241665
velset = 0,0
ctrl = 0
sprpriority = 2

[state 230, 1]
type = velset
trigger1 = animelem = 3
x = 6

[state 230, 1]
type = playsnd
trigger1 = time = 2
value = 0, 14

[state 200, 1]
type = playsnd
trigger1 = time = 1
value = 3, 5
channel = 0

[state 240, 2]
type = hitdef
trigger1 = time = 0
attr = s, na
animtype  = medium
damage    = 62,4
getpower = 60,16
givepower = 30,22
guarDFlag = maf
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-58
hitsound = s0+var(49),5
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 15
ground.hittime  = 17
air.hittime = 17
ground.velocity = -6,-1
air.velocity = -6,-1
fall=1
;yaccel = .7 

[state 240, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;-------------------------------------
[statedef 250]
type    = s
movetype= a
physics = s
juggle  = 10
anim = 250
velset = 0,0
ctrl = 0
sprpriority = 2

[state 230, 1]
type = playsnd
trigger1 = time = 2
value = 0, 14

[state 200, 1]
type = playsnd
trigger1 = time = 1
value = 3, 4
channel = 0


[state 240, 2]
type = hitdef
trigger1 = time = 0
attr = s, na
animtype  = medium
damage    = 63,3
getpower = 60,16
givepower = 30,22
guarDFlag = ma
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-70
hitsound = s0+var(49),5
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 15
ground.hittime  = 17
air.hittime = 17
ground.type = low
ground.velocity = -8
air.velocity = -4,-2
;yaccel = .7  

[state 240, 4]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;crouching light punch
[statedef 400]
type    = c
movetype= a
physics = c
juggle  = 10
anim = 400
ctrl = 0
sprpriority = 2

[state 230, 1]
type = playsnd
trigger1 = time = 2
value = 0, 12



[state 400, 2]
type = hitdef
trigger1 = time = 0
attr = c, na
damage    = 19,1
getpower = 25,12
givepower = 12,6
;priority  = 3
animtype  = light
hitflag = maf
guarDFlag = MA
pausetime = 9,9
sparkno = 0
guard.sparkno = 40
sparkxy = -10,-30
hitsound = s0+var(49),0
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -4
air.velocity = -2,-2
air.slidetime = 2
air.hittime = 2
;yaccel = .7 

[state 400, 4]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;crouching strong punch
[statedef 410]
type    = c
movetype= a
physics = c
juggle  = 10
anim = 410
ctrl = 0
sprpriority = 2

[state 230, 1]
type = playsnd
trigger1 = time = 2
value = 0, 13


[state 410, 2]
type = hitdef
trigger1 = time = 0
attr = c, na
damage    = 39,2
getpower = 40,14
givepower = 20,12
animtype  = medium
hitflag = maf
guarDFlag = MA
pausetime = 9,9
sparkno = 1
guard.sparkno = 40
sparkxy = -10,-60
hitsound = s0+var(49),1
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -3,-3
;yaccel = .7 

[state 410, 4]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------
[statedef 420]
type    = c
movetype= a
physics = c
juggle  = 7
anim = 420
ctrl = 0
sprpriority = 1

[state 230, 1]
type = playsnd
trigger1 = time = 2
freqmul = 1.2
value = 5, 6


[state -2, First attack]
type = explod
trigger1 = time = 4
anim = 421
sprpriority = 2
postype = p1
pos = 39,-113
bindtime = 1
ownpal = 1
removeongethit = 1
id = 8100

[state 240, 2]
type = hitdef
trigger1 = animelem = 4
attr = c, na
animtype  = Up
damage    = 59,3
getpower = 60,16
givepower = 30,22
guarDFlag = m
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-75
hitsound   = s0,2
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 15
air.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-6
fall = 1
;p2stateno = 6100
;yaccel = 0.6


[state 240, 4]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1


;---------------------------------
[statedef 421]
type    = c
movetype= a
physics = c
juggle  = 7
anim = 422
ctrl = 0
sprpriority = 0

[state 230, 1]
type = playsnd
trigger1 = time = 2
freqmul = 1.2
value = 5, 6



[state -2, First attack]
type = explod
trigger1 = time = 4
anim = 423
sprpriority = 2
postype = p1
pos = 100,-25
bindtime = 1
ownpal = 1
id = 8100

[state 410, 2]
type = hitdef
trigger1 = time = 0
attr = c, na
damage    = 45
animtype  = Hard
hitflag = maf
guarDFlag = m
pausetime = 7,7
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-41
hitsound = s0+var(49),1
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -10
air.velocity = -8,-4

[state 240, 4]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;crouching light kick
; cns Difficulty: easy
[statedef 430]
type    = c
movetype= a
physics = c
juggle  = 7
anim = 430
ctrl = 0
sprpriority = 2

[state 230, 1]
type = playsnd
trigger1 = time = 2
value = 0, 12

[state 430, 2]
type = hitdef
trigger1 = time = 0
attr = c, na
damage    = 20,1
getpower = 25,12
givepower = 12,6
animtype  = light
hitflag = ma
guarDFlag = l
pausetime = 9,9
sparkno = 0
guard.sparkno = 40
sparkxy = -10,5
hitsound = s0+var(49),3
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -4
air.velocity = -2,-2
;down.velocity = -5,-3
;down.hittime = 20
;yaccel = .6

[state 430, 3]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;crouch strong kick
[statedef 440]
type    = c
movetype= a
physics = c
juggle  = 7
anim = 440
ctrl = 0
sprpriority = 2

[state 440, 2]
type = playsnd
trigger1 = time = 2
value = 0, 13



[state 200, 1]
type = velset
trigger1 = time < 11
x = 5

[state 440, 3]
type = hitdef
trigger1 = time = 0
attr = c, na
damage    = 40,2
getpower = 40,14
givepower = 20,12
hitflag = ma
guarDFlag = l
animtype = medium
pausetime = 9,9
sparkno = 1
guard.sparkno = 40
sparkxy = 5,-5
hitsound = s0+var(49),4
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -3,-3
;guard.velocity = -5
;down.velocity = -5,-3
;yaccel = .7 

[state 440, 4]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------
[statedef 450]
type    = c
movetype= a
physics = c
juggle  = 7
anim = 450
ctrl = 0
sprpriority = 2

[state 230, 1]
type = playsnd
trigger1 = time = 2
value = 0, 14



[state 440, 3]
type = hitdef
trigger1 = time = 0
attr = c, na
damage    = 60,3
getpower = 60,16
givepower = 30,22
hitflag = ma
guarDFlag = l
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -5,-10
hitsound = s0+var(49),5
guardsound = s0+var(49),8
ground.type = trip
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -2,-3
air.velocity = -2,-3
;guard.velocity = -5
fall = 1
fall.recover=0
;yaccel = .45
;down.velocity = -5,-3

[state 440, 4]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;jump light punch
; cns Difficulty: easy
[statedef 600]
type    = a
movetype= a
physics = a
juggle  = 7
anim = 600
ctrl = 0
sprpriority = 2

[state 230, 1]
type = playsnd
trigger1 = time = 2
value = 0, 12



[state 600, 2]
type = hitdef
trigger1 = time = 0
attr = a, na
damage    = 21,1
getpower = 25,12
givepower = 12,6
guarDFlag = ha
priority = 3
pausetime = 9,9
sparkno = 0
guard.sparkno = 40
sparkxy = -10,-34
hitsound = s0+var(49),0
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -4
air.velocity = -2,-2
;yaccel = .6

[state 410,3]
type = veladd
trigger1 = var(3) = 1
y = -0.08

[state 222, 5]
type = changestate
trigger1 = animtime = 0
value = 460

;---------------------------------------------------------------------------
;jump strong punch
; cns Difficulty: easy
[statedef 610]
type    = a
movetype= a
physics = a
juggle  = 7
anim = 610
ctrl = 0
sprpriority = 2

[state 230, 1]
type = playsnd
trigger1 = time = 2
value = 0, 13


[state 610, 3]
type = hitdef
trigger1 = time = 0
attr = a, na
damage = 41,2
getpower = 40,14
givepower = 20,12
guarDFlag = ha
;priority = 4
pausetime = 9,9
sparkno = 1
guard.sparkno = 40
sparkxy = -10,-72
hitsound = s0+var(49),1
guardsound = s0+var(49),8
animtype = med
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -6
air.velocity = -3,-3
;yaccel = .6


[state 222, 5]
type = changestate
trigger1 = animtime = 0
value = 460

[state 420, 5]
type = ctrlset
trigger1 = time = 53
value = 1

[state 420,3]
type = veladd
trigger1 = var(3) = 1
y = -0.1

[statedef 620]
type    = a
movetype= a
physics = a
anim = 620
ctrl = 0
sprpriority = 1

[state 200, 1]
type = playsnd
trigger1 = time = 1
freqmul = 1.2
value = 5, 6



[state -2, First attack]
type = explod
trigger1 = time = 4
anim = 621
sprpriority = 2
postype = p1
pos = -13,-43
bindtime = 15
ownpal = 1
removeongethit = 1
id = 8100

[state 610, 3]
type = hitdef
trigger1 = p2statetype != A
trigger1 = time = 0
attr = a, na
damage = 61,2
getpower = 60,16
givepower = 30,22
guarDFlag = ha
;priority = 4
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-55
hitsound = s0+var(49),2
guardsound = s0+var(49),8
animtype = hard
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4,-2
;yaccel = .6

[state 610, 3]
type = hitdef
trigger1 = prevstateno != [600,640]
trigger1 = p2statetype = A
trigger1 = time = 0
attr = a, na
damage = 61,2
getpower = 60,16
givepower = 30,22
guarDFlag = ha
;priority = 4
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-55
hitsound = s0+var(49),2
guardsound = s0+var(49),8
animtype = hard
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4,-2

[state 610, 3]
type = hitdef
trigger1 = prevstateno = [600,640]
trigger1 = time = 0
trigger1 = p2statetype = A
attr = a, na
damage = 61,2
getpower = 60,16
givepower = 30,22
guarDFlag = ha
;priority = 4
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-55
hitsound = s0+var(49),2
guardsound = s0+var(49),8
animtype = hard
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4,-2

[state 451,6]
type = screenbound
triggerall = movehit
trigger1 = var(3) = 1
trigger1 = prevstateno != 50
value = 0

[state 451,6]
type = posfreeze
triggerall = movehit
trigger1 = var(3) = 1
trigger1 = prevstateno != 50
value = 0

[state 451,3]
type = veladd
trigger1 = var(3) = 1
y = -0.2

[state 451,6]
type = changestate
triggerall = var(3) = 1
triggerall = prevstateno != 50
trigger1 = backedgebodydist <= -20
value = 710
ctrl = 1

[state 451,6]
type = changestate
trigger1 = animtime = 0
value = 460
ctrl = 1


[statedef 62011]
type    = a
movetype= a
physics = a
juggle  = 7
anim = 422
ctrl = 0
sprpriority = 1




;[state -2, First attack]
;type = explod
;trigger1 = time = 4
;anim = 423
;sprpriority = 2
;postype = p1
;pos = 53,-13
;bindtime = 15
;ownpal = 1
;id = 8100


;[state 200, 1]
;type = playsnd
;trigger1 = time = 1
;freqmul = 1.2
;value = 5, 6

;[state 200, 1]
;type = playsnd
;trigger1 = time = 1
;value = 3, 2
;channel = 0

[state 230, 1]
type = playsnd
trigger1 = time = 2
value = 0, 14

[state 200, 1]
type = playsnd
trigger1 = time = 1
value = 3, 1
channel = 0


;[state -2, First attack]
;type = explod
;trigger1 = time = 4
;anim = 621
;sprpriority = 2
;postype = p1
;pos = -13,-43
;bindtime = 15
;ownpal = 1
;id = 8100

[state 610, 3]
type = hitdef
;trigger1 = p2statetype != A
trigger1 = time = 0
attr = a, na
damage = 62,3
getpower = 60,16
givepower = 30,22
guarDFlag = ha
;priority = 4
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-70
hitsound = s0+var(49),2
guardsound = s0+var(49),8
animtype = hard
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -8
air.velocity = -3,-2
air.fall = 1
;yaccel = .6



[state 451,6]
type = screenbound
triggerall = movehit
trigger1 = var(3) = 1
trigger1 = prevstateno != 50
value = 0

[state 451,6]
type = posfreeze
triggerall = movehit
trigger1 = var(3) = 1
trigger1 = prevstateno != 50
value = 0

[state 451,3]
type = veladd
trigger1 = var(3) = 1
y = -0.2

[state 451,6]
type = changestate
triggerall = var(3) = 1
triggerall = prevstateno != 50
trigger1 = backedgebodydist <= -20
value = 710
ctrl = 1

[state 451,6]
type = changestate
trigger1 = animtime = 0
value = 460
ctrl = 1


;---------------------------------------------------------------------------
;jump light kick
; cns Difficulty: easy
[statedef 630]
type    = a
movetype= a
juggle  = 7
physics = a
anim = 630
ctrl = 0
sprpriority = 2

[state 230, 1]
type = playsnd
trigger1 = time = 2
value = 0, 12



[state 630, 2]
type = hitdef
trigger1 = time = 0
attr = a, na
damage = 24,1
getpower = 25,12
givepower = 12,6
guarDFlag = ha
priority = 3
pausetime = 9,9
sparkno = 0
guard.sparkno = 40
sparkxy = -10,-33
hitsound = s0+var(49),3
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -4
air.velocity = -2,-2
;yaccel = .6

[state 430,3]
type = veladd
trigger1 = var(3) = 1
y = -0.1

[state 222, 5]
type = changestate
trigger1 = animtime = 0
value = 460

;---------------------------------------------------------------------------
;jump strong kick
; cns Difficulty: easy
[statedef 640]
type    = a
movetype= a
physics = a
juggle  = 7
anim = 640
ctrl = 0
sprpriority = 2

[state 230, 1]
type = playsnd
trigger1 = time = 2
value = 0, 13



[state 640, 3]
type = hitdef
trigger1 = time = 0
attr = a, na
damage    = 44,2
getpower = 40,14
givepower = 20,12
guarDFlag = ha
pausetime = 9,9
sparkno = 1
guard.sparkno = 40
sparkxy = -10,-44
hitsound = s0+var(49),4
guardsound = s0+var(49),8
animtype = med
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -6
air.velocity = -3,-3
;yaccel = .6

[state 440,3]
type = veladd
trigger1 = var(3) = 1
y = -0.1

[state 231, 4]
type = changestate
trigger1 = animtime = 0
value = 460

[statedef 650]
type    = a
movetype= a
physics = a
anim = 650
juggle  = 7
ctrl = 0
sprpriority = 2

[state 230, 1]
type = playsnd
trigger1 = time = 2
value = 0, 14



[state 640, 3]
type = hitdef
trigger1 = time = 0
trigger1 = p2statetype != A
attr = a, na
damage    = 65,3
getpower = 60,16
givepower = 30,22
guarDFlag = ha
;priority = 4
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-10
hitsound = s0+var(49),5
guardsound = s0+var(49),8
animtype = hard
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4,-2
;yaccel = .6

[state 640, 3]
type = hitdef
trigger1 = prevstateno != [600,640]
trigger1 = time = 0
trigger1 = p2statetype = A
attr = a, na
damage    = 65,3
getpower = 60,16
givepower = 30,22
guarDFlag = ha
;priority = 4
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-10
hitsound = s0+var(49),5
guardsound = s0+var(49),8
animtype = hard
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4,-2

[state 640, 3]
type = hitdef
trigger1 = prevstateno = [600,640]
trigger1 = time = 0
trigger1 = p2statetype = A
attr = a, na
damage    = 65,3
getpower = 60,16
givepower = 30,22
guarDFlag = ha
;priority = 4
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-10
hitsound = s0+var(49),5
guardsound = s0+var(49),8
animtype = hard
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4,-2
p2stateno = 715

[state 451,3]
type = veladd
trigger1 = var(3) = 1
y = -0.2


[state 451,6]
type = posfreeze
triggerall = movehit
trigger1 = var(3) = 1
trigger1 = prevstateno != 50
value = 0

[state 451,6]
type = screenbound
triggerall = movehit
trigger1 = var(3) = 1
trigger1 = prevstateno != 50
value = 0

[state 451,6]
type = changestate
triggerall = var(3) = 1
triggerall = prevstateno != 50
triggerall = movehit
trigger1 = backedgebodydist <= -20
value = 710
ctrl = 1

[state 451,6]
type = changestate
trigger1 = p2stateno != [715,717]
trigger1 = animtime = 0
value = 460
ctrl = 1


[statedef 65011]
type    = a
movetype= a
physics = a
anim = 65011
juggle  = 7
ctrl = 0
sprpriority = 2

[state 230, 1]
type = playsnd
trigger1 = time = 2
value = 0, 14



[state 640, 3]
type = hitdef
trigger1 = time = 0
trigger1 = p2statetype != A
attr = a, na
damage    = 65,3
getpower = 60,16
givepower = 30,22
guarDFlag = ha
;priority = 4
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-10
hitsound = s0+var(49),5
guardsound = s0+var(49),8
animtype = hard
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4,-2
;yaccel = .6

[state 640, 3]
type = hitdef
trigger1 = prevstateno != [600,640]
trigger1 = time = 0
trigger1 = p2statetype = A
attr = a, na
damage    = 65,3
getpower = 60,16
givepower = 30,22
guarDFlag = ha
;priority = 4
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-10
hitsound = s0+var(49),5
guardsound = s0+var(49),8
animtype = hard
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4,-2

[state 640, 3]
type = hitdef
trigger1 = prevstateno = [600,640]
trigger1 = time = 0
trigger1 = p2statetype = A
attr = a, na
damage    = 65,3
getpower = 60,16
givepower = 30,22
guarDFlag = ha
;priority = 4
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-10
hitsound = s0+var(49),5
guardsound = s0+var(49),8
animtype = hard
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4,-2

[state 451,3]
type = veladd
trigger1 = var(3) = 1
y = -0.2


[state 451,6]
type = posfreeze
triggerall = movehit
trigger1 = var(3) = 1
trigger1 = prevstateno != 50
value = 0

[state 451,6]
type = screenbound
triggerall = movehit
trigger1 = var(3) = 1
trigger1 = prevstateno != 50
value = 0

[state 451,6]
type = changestate
triggerall = var(3) = 1
triggerall = prevstateno != 50
triggerall = movehit
trigger1 = backedgebodydist <= -20
value = 710
ctrl = 1

[state 451,6]
type = changestate
trigger1 = p2stateno != [715,717]
trigger1 = animtime = 0
value = 460
ctrl = 1
;==============================================================================
; “Š‚°
;==============================================================================
[statedef 800]
type    = s
movetype= a
physics = s
juggle  = 7
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2






;[state 1000, changeanim]
;type = changeanim
;trigger1 = time = 0 && anim != 800
;value = 800

[state 800, 1]
type = hitdef
trigger1 = time = 0
attr = s, nt
hitflag = M- 
priority = 1, miss
;pausetime = 1,1
;ground.type = low
;animtype = medium
sparkno = -1
guard.sparkno = 40
sparkxy = -10,-58
ground.velocity = 4,-5
hitsound = s0+var(49),7
guardsound = s0+var(49),8
sprpriority = 1
numhits = 0
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 810
p2stateno = 8100
fall = 1
;fall.recover = 0
;kill = 0

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

[State 800, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 1
channel = 0

;[state 800, 2]
;type = changestate
;trigger1 = animtime = 0
;trigger1 = command = "hold y"
;value = 210

;[state 800, 2]
;type = changestate
;trigger1 = animtime = 0
;trigger1 = command = "hold z"
;value = 220

[State 710, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[statedef 801]
type    = A
movetype= a
physics = n
anim = 801
juggle  = 7
ctrl = 0
sprpriority = 2



[state 800, 1]
type = hitdef
trigger1 = time = 0
attr = s, nt
damage = 0
hitflag = a
priority = 1, miss
pausetime = 5,5
ground.type = low
animtype = medium
sparkno = 0
guard.sparkno = 40
sparkxy = -10,-58
hitsound = s0+var(49),7
guardsound = s0+var(49),8
sprpriority = 1
numhits = 0
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 820
p2stateno = 821
snap = 30,0
fall = 1
kill = 0

;[state 800, 2]
;type = changestate
;trigger1 = animtime = 0
;trigger1 = command = "hold y"
;value = 610

;[state 800, 2]
;type = changestate
;;trigger1 = animtime = 0
;trigger1 = command = "hold z"
;value = 620

;-----------------------
;le slash!
[statedef 810]
type    = U
movetype= a
physics = n
ctrl = 0
sprpriority = 3
anim = 810

type = ScreenBound
trigger1 = 1
value = 0

[State 810, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 810, a]
type = NotHitBy
trigger1 = 1
value = SCA

[state 810, grab sound]
type = targetbind
trigger1 = time = 0
pos = 44, 0

[State 800, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = 5, 3
channel = 0

[state 800, 1]
type = hitdef
trigger1 = time = 0
attr = s, sa
damage = 63
getpower = 60,16
givepower = 30,22
hitflag = maf
pausetime = 1,1
ground.type = high
animtype = hard
sparkno = 0
guard.sparkno = 40
sparkxy = -10,-88
hitsound = s0+var(49),2
sprpriority = 1
ground.velocity = -9,-4
yaccel =.6
fall = 1
fall.recover = 0

[state -2, First attack]
type = explod
trigger1 = movehit
anim = 820
sprpriority = 2
pos = 65,-88
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 810, state end]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[statedef 811]
type    = S
movetype= A
physics = S
sprpriority = 3
anim = 811
velset = 0,0

[state 250,11]
type = explod
trigger1 = time = 0
persistent = 0
anim = F60
pos = -80,-5
postype = p2
sprpriority = 5
velocity = 0, 0
bindtime = 1
ownpal = 1

[state 250,12]
type = explod
trigger1 = time = 0
persistent = 0
anim = 6012
pos = -80,-5
postype = p2
sprpriority = -5
velocity = 0, 0
bindtime = 1
ownpal = 1

[state 250,13]
type = envshake
trigger1 = time = 0
persistent = 0
time = 15
freq = 70
ampl = -4



[state 250,15]
type = playsnd
trigger1 = time = 0
persistent = 0
value = 0,11

[state 810, grab sound]
type = posset
trigger1 = 1
y = 0

[state 810, grab sound]
type = playerpush
trigger1 = 1
value = 0






[state 810, grab sound]
type = targetstate
trigger1 = time = 0
value = 8101

[state 810, state end]
type = targetbind
trigger1 = time = 0
time = 1
pos = 0,0

[state 810, state end]
type = posadd
trigger1 = animelem = 4
x = -11

[state 810, state end]
type = posadd
trigger1 = animelem = 6
x = -11

[state 810, state end]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[statedef 8100]
type    = U
movetype= h
physics = n
velset = 0,0
sprpriority = -1



[State 820, 1]
type = ScreenBound
trigger1 = 1
value = 0

[state 810, state end]
type = sprpriority
trigger1 = 1
value = -1

[state 810, state end]
type = changeanim2
trigger1 = time = 0
value = 8100 ;+var(40)

[state 810, state end]
type = selfstate
trigger1 = time = 300
value = 5000

[statedef 8101]
type    = L
movetype= h
physics = N
velset = 0,0
sprpriority = -1
poweradd = 60

[state 810, state end]
type = screenbound
trigger1 = 1
value = 0

[state 810, state end]
type = posset
trigger1 = time = 0
y = 0

[state 810, state end]
type = sprpriority
trigger1 = 1
value = -1

[state 810, state end]
type = changeanim2
trigger1 = time = 0
value = 822+(3*var(40))

[state 810, state end]
type = selfstate
trigger1 = time = 50
value = 5120

;----------------------------------
[statedef 850]
type    = S
movetype= a
physics = S
anim = 800
juggle  = 7
velset = 0,0
ctrl = 0
sprpriority = 2



[state 800, 1]
type = hitdef
trigger1 = time = 0
attr = s, nt
hitflag =  M- 
priority = 1, miss
;pausetime = 1,1
;ground.type = low
;animtype = medium
sparkno = -1
guard.sparkno = 40
sparkxy = -10,-58
hitsound = s0+var(49),7
guardsound = s0+var(49),8
sprpriority = 1
numhits = 0
;hittime = 200
p1facing = ifelse (command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 851
p2stateno = 860
numhits = 2
fall = 1
fall.recover = 0
;kill = 0

[State 800, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 1
channel = 0

[State 710, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[statedef 851]
type    = S
movetype= a
physics = N
sprpriority = 2
velset = 0,0

[state 810, grab sound]
type = changeanim
trigger1 = time = 0
value = 851

[state 810, grab sound]
type = targetstate
trigger1 = time = 0
value = 860

[state 810, playsnd]
type = playsnd
trigger1 = animelem = 4
value = 5, 4
freqmul = .8

[state 810, bind 1]
type = targetbind
trigger1 = time = 0
time = 1
pos = 14, 0

[state 810, grab sound]
type = varset
trigger1 = time = 0
v = 9
value = 0

[state 810, grab sound]
type = varadd
triggerall = time > 12
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "z"
v = 9
value = 10

[state 810, grab sound]
type = varadd
trigger1 = time > 12
v = 9
value = -1

[state 810, state end]
type = targetlifeadd
trigger1 = time%2 = 1
trigger1 = var(9) > 3
value = -1

[state 810, state end]
type = targetlifeadd
trigger1 = time%2 = 0
trigger1 = time > 12
value = -1

[state 810, state end]
type = targetPowerAdd
trigger1 = time%2 = 1
trigger1 = var(9) > 3
value = 2

[state 810, state end]
type = targetPowerAdd
trigger1 = time%2 = 0
trigger1 = time > 12
value = 2


[state 810, state end]
type = PowerAdd
trigger1 = time%2 = 1
trigger1 = var(9) > 3
value = 3

[state 810, state end]
type = PowerAdd
trigger1 = time%2 = 0
trigger1 = time > 12
value = 3

[state 810, bind 1]
type = targetbind
trigger1 = animelem = 3
time = 1
pos = 10, 0

[state 250,12]
type = explod
trigger1 = time = 1
anim = 852
ID = 853
pos = 0, 0
sprpriority = 3
bindtime = -1
removetime = -1

[state 250,12]
type = explod
trigger1 = animelem = 3
anim = 853
ID = 853
pos = 14, -64
sprpriority = 4
bindtime = -1
ownpall = 1
removetime = -1

[state 810, state end]
type = changestate
trigger1 = time = 100
value = 852
ctrl = 0
;---------------------------
[statedef 852]
type    = S
movetype= a
physics = n
anim = 854
velset = 0,0

[state 250,12]
type = playsnd
trigger1 = time = 0
value = 5,1
freqmul = 1.3

[state 250,12]
type = playsnd
trigger1 = time = 0
value = 5,9
freqmul = .5

[state 250,12]
type = removeexplod
trigger1 = time = 0
ID = 853

[state 250,12]
type = explod
trigger1 = time = 0
anim = 4004
pos = 14, -64
sprpriority = 4
ownpall = 1

[state 210, 2]
type = hitdef
trigger1 = time = 0
attr = s, sa
animtype  = hard
damage    = 44,10
hitflag = MAF
pausetime = 0,0
sparkno = 0
guard.sparkno = 40
sparkxy = -10,-64
hitsound = s0+var(49),5
guardsound = s0+var(49),8
ground.type = High
air.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -12,-14
fall = 1
fall.recover = 0
air.velocity = -12,-14
yaccel = .6
air.hittime = 25
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 820, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[statedef 860]
type    = S
movetype= H
physics = N
velset = 0,0

[state 2, orangefx2]
type = palfx
trigger1 = time = 21 
add = 100,50,-100
sinadd = 40,20,20,15
color = 0
time = 200

[state 810, state end]
type = turn
trigger1 = facing = enemynear, facing

[state 810, state end]
type = changeanim2
trigger1 = time = 0
value = 860 ;+var(40)

[state 810, state end]
type = screenbound
trigger1 = 1
value = 0

;[state 810, state end]
;type = changeanim2
;trigger1 = anim != 861 && anim != 864
;trigger1 = enemynear, anim = 851
;value = 861 ;+(3*var(40))
;ctrl = 0

[state 810, state end]
type = velset
trigger1 = enemynear, movetype != A
x = -6
y = -8

[state 810, state end]
type = selfstate
trigger1 = enemynear, movetype != A
value = 5040
ctrl = 0

;---------------------------------------------------------------------------
;thrown by rising throw
[statedef 820]
type    = a
movetype= a
physics = n
anim = 1200
velset = 0,0

[state 870, push block]
type = explod
trigger1 = time = 2
id = 820
pos = 10,0
bindtime = 12
anim = 1202
sprpriority = 3
ownpal = 1
ignorehitpause = 0

[state 234, voice]
type = playsnd
trigger1 = time = 2
freqmul = 1.2
value = s5,6

[state 214, 2]
type = hitdef
trigger1 = AnimElem = 4
attr = s, sa
damage    = 68,4
getpower = 25,12
givepower = 12,6
animtype  = Up
hitflag = maf
guardflag = ma
pausetime = 5,5
sparkno = -1
guard.sparkno = 40
sparkxy = -10,-56
hitsound   = s0,6
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7,-8
air.hittime = 20
air.velocity = -3,-8
;p2stateno = 6100
fall=1

[state 820, 1]
type = posfreeze
trigger1 = time <= 24

[state 810, state end]
type = screenbound
trigger1 = 1
value = 0

[state 820, 1]
type = veladd
trigger1 = time > 24
y = .3

[state 711, 6]
type = changestate
trigger1 = animtime = 0
value = 460

;---------------------------------------------------------------------------
;
[statedef 852]
type    = S
movetype= a
physics = s
anim = 852
velset = 0,0

[state 210, 2]
type = hitdef
trigger1 = time = 0
attr = s, sa
animtype  = hard
damage    = 57,10
hitflag = MAFD
guarDFlag = MAFD
pausetime = 5,5
sparkno = -1
guard.sparkno = 40
sparkxy = -30,-50
hitsound = s0+var(49),5
guardsound = s0+var(49),8
ground.type = High
air.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -12,-11
fall = 1
fall.recover = 0
air.velocity = -12,-11
yaccel = .6
air.hittime = 25

[state 820, 1]
type = velset
trigger1 = movehit
x = -10
persistent = 0

[state 820, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;thrown by rising throw
[statedef 862]
type    = a
movetype= h
physics = n

[state 820, 1]
type = posset
trigger1 = time = 0
y = 0

[state 820, 1]
type = changeanim2
trigger1 = time = 0
value = 862+(3*var(40))

[state 820, 1]
type = selfstate
trigger1 = enemynear, movetype != A
value = 5040

;---------------------------------------------------------------------------
;thrown by rising throw
[statedef 821]
type    = a
movetype= h
physics = n
velset = 0,0

[state 328, 1] ;for hit Up/Up-diag type (from state 5081)
type = changeanim
trigger1 = 1
value = 5010+(200*var(40))

[state 328,18]
type = selfstate
trigger1 = time = 100
value = 5040
ctrl = 1
;---------------------------------------------------------------------------
;Reach!
[statedef 870]
type    = S
movetype= a
physics = S
anim = 870
velset = 0,0
ctrl = 0
poweradd = 60

[state 210, 2]
type = hitdef
trigger1 = time = 0
attr = s, st
animtype  = heavy
damage    = 57
guarDFlag = M
hitflag = M
pausetime = 5,5
sparkno = 0
guard.sparkno = 40
sparkxy = -10,-50
hitsound = s0+var(49),7
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -10
p2stateno = 873
air.velocity = -5,-3
fall.recover = 0

[state 210, 2]
type = changestate
trigger1 = movehit = 0
trigger1 = animtime = 0
value = 871

[state 210, 2]
type = changestate
trigger1 = movehit
value = 872

;---------------------------------------------------------------------------
;Dammit!
[statedef 871]
type    = S
movetype= a
physics = S
anim = 871
ctrl = 0
velset = 0,0

[state 210, 2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Gotcha!
[statedef 872]
type    = S
movetype= a
physics = S
anim = 872
ctrl = 0
velset = 0,0
poweradd = 60

[state 210, 2]
type = posadd
trigger1 = animelem = 2
x = 10
persistent = 0

[state 210, 2]
type = posadd
trigger1 = animelem = 3
x = 10
persistent = 0

[state 210, 2]
type = posadd
trigger1 = animelem = 4
x = 30
persistent = 0

[state 192, 2]
type = playsnd
trigger1 = animelem = 2
value = 1, 6

[state 210, 2]
type = hitdef
trigger1 = time = 0
attr = s, sa
animtype  = heavy
damage    = 57
guarDFlag = M
hitflag = M
pausetime = 5,5
sparkno = 0
guard.sparkno = 40
sparkxy = -10,-50
hitsound = s0+var(49),26
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -1.5,-14
yaccel = .5
air.velocity = -1.5,-10
fall.recover = 0
fall = 1

[state 192, 2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;OOF!
[statedef 873]
type    = S
movetype= H
physics = N
velset = 0,0

[state 210, 2]
type = sprpriority
trigger1 = 1
value = 4

[state 210, 2]
type = changeanim2
trigger1 = time = 0
value = 820+(3*var(40))
ctrl = 0

[state 210, 2]
type = selfstate
trigger1 = time = 100
value = 0
ctrl = 1

;--------------------------------------------------------------------------
; counter attack 1 - hard punch
[statedef 910]
type = s
movetype = a
physics = n
anim = 910
velset = 0,0
ctrl = 0
juggle = 0
sprpriority = 5

[state , explod0]
type = explod
trigger1 = time = 0
anim = 6020
;id = 
pos = 0, -200
postype = p1
;vfacing = 1
;bindtime = 
;vel = 0, 0
;accel = 0, 0
;random = 0, 0
;removetime = -2
supermovetime = 99999
pausemovetime = 99999
;sprpriority = 0
ontop = 1
;shadow = 0,0,0
ownpal = 1
;removeongethit = 0

[state haha]
type = superpause
trigger1 = time = 1
time = 20
pos = 0,50
anim = s6019
sound = s0,27
unhittable = 20
poweradd = -2000

[state hehe]
type = reversaldef
trigger1 = time = 0
hitsound = s0+var(49),21
sparkno = s6020
sparkxy = 0,50
pausetime = 0,0
reversal.attr = sca, na, sa, ha;, np, sp, hp
p2stateno = 920
;hitonce = 1 ; omitted Due to irregularity.
ignorehitpause = 1

[state haha]
type = playsnd
trigger1 = time = 0
value = s0,23
abspan = 0

[state haha]
type = nothitby
trigger1 = 1
value = sca
time = 20

[state haha]
type = changestate
trigger1 = time = 2
value = 1101

;---------------------------------------------------------------------------
; Freeze
[statedef 920]
type    = U
movetype= h
physics = U
velset = 0,0
ctrl = 0

[state -2, 1]
type = afterimagetime
trigger1 = movetype = h
time = 0
ignorehitpause = 1

[state hahaha]
type = nothitby
trigger1 = time = 0
value = sca
time = 1

[state haha]
type = changeanim
trigger1 = 1
value = anim
elem = animelemno(0)

[state selfstate]
type = selfstate
trigger1 = time >= 100
value = 5050

;---------------------------------------------------------------------------
;shiden1
[statedef 1000]
type    = s
movetype= a
physics = s
anim = 1000
ctrl = 0

[state 200, 1]
type = playsnd
trigger1 = time = 5
value = 5, 0

[state 200, 1]
type = playsnd
trigger1 = time = 1
value = 1, 0

[state 870, push block]
type = explod
trigger1 = time = 4
id = 1001
pos = -9,-63
bindtime = 1
anim = 1001
sprpriority = 3
ownpal = 1
ignorehitpause = 0

[State 1000, Helper]
type = Helper
trigger1 = animelem = 6
postype = p1
pos = 38,-72
stateno = 1003
bindtime = 1
ownpal = 1
name = "sun shot"
ID = 1003

[state 810, grab sound]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;shiden1
[statedef 10011]
type    = s
movetype= a
physics = s
anim = 1000
ctrl = 0

[state 870, push block]
type = explod
trigger1 = time = 4
id = 1001
pos = -9,-63
bindtime = 1
anim = 1001
sprpriority = 3
removeongethit = 1
ownpal = 1
ignorehitpause = 0


[state 210, 2]
type = Projectile
trigger1 = animelem = 6
projanim = 1005
projhitanim = 1006
projremanim = 1006
projcancelanim = 1006
offset = 20,-82
;projpriority = 4
projsprpriority = 3
projscale = 1,1
ProjID = 1001
projremovetime = 36
velocity = 3.5 ;-1.5 ;+ Var(5)*1,-1.4-(var(5)*1.7)
;accel = 3,-1.5
attr = s, sp
animtype  = hard
air.type = hard
ground.type = low
fall.animtype = low
damage    = 40,7
getpower = 90,60
givepower = 60,44
hitflag = MA
guarDFlag = MA
pausetime = 0,5
sparkno = 2
guard.sparkno = 40
sparkxy = 20, -10 ;(p2dist y + enemynear, const(size.mid.pos.y))
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -6,-15
air.velocity = -6,-15
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .7
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15


[state 200, 1]
type = playsnd
trigger1 = time = 5
value = 5, 0

[state 200, 1]
type = playsnd
trigger1 = time = 1
value = 1, 0




 

[state 810, grab sound]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1








;---------------------------------------------------------------------------
;shiden1
[statedef 1001]
type    = s
movetype= a
physics = s
anim = 1000
ctrl = 0

[state 870, push block]
type = explod
trigger1 = time = 4
id = 1001
pos = -9,-63
bindtime = 1
anim = 1001
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 0


[state 210, 2]
type = Projectile
trigger1 = animelem = 6
projanim = 1005
projhitanim = 1006
projremanim = 1006
projcancelanim = 1006
offset = 20,-72
;projpriority = 4
projsprpriority = 3
projscale = 1,1
ProjID = 1001
projremovetime = 36
velocity = 3, -1.5 ;+ Var(5)*1,-1.4-(var(5)*1.7)
;accel = 3,-1.5
attr = s, sp
animtype  = hard
air.type = hard
ground.type = low
fall.animtype = low
damage    = 60,10
getpower = 90,60
givepower = 60,44
hitflag = MA
guarDFlag = MA
pausetime = 0,5
sparkno = 2
guard.sparkno = 40
sparkxy = 20, -10 ;(p2dist y + enemynear, const(size.mid.pos.y))
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -6,-15
air.velocity = -6,-15
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .7
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 200, 1]
type = playsnd
trigger1 = time = 5
value = 5, 0

[state 200, 1]
type = playsnd
trigger1 = time = 1
value = 1, 0






[state 810, grab sound]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;shiden1
[statedef 10012]
type    = s
movetype= a
physics = s
anim = 1000
ctrl = 0

[state 870, push block]
type = explod
trigger1 = time = 4
id = 1001
pos = -9,-63
bindtime = 1
anim = 1001
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 0


[state 210, 2]
type = Projectile
trigger1 = animelem = 6
projanim = 1005
projhitanim = 1006
projremanim = 1006
projcancelanim = 1006
offset = 20,-72
;projpriority = 4
projsprpriority = 3
projscale = 1,1
ProjID = 1001
projremovetime = 36
velocity = 1.5,-3 ;+ Var(5)*1,-1.4-(var(5)*1.7)
;accel = 3,-1.5
attr = s, sp
animtype  = hard
air.type = hard
ground.type = low
fall.animtype = low
damage    = 80,15
getpower = 90,60
givepower = 60,44
hitflag = MA
guarDFlag = MA
pausetime = 0,5
sparkno = 2
guard.sparkno = 40
sparkxy = 20, -10 ;(p2dist y + enemynear, const(size.mid.pos.y))
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -6,-15
air.velocity = -6,-15
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .7
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 200, 1]
type = playsnd
trigger1 = time = 5
value = 5, 0

[state 200, 1]
type = playsnd
trigger1 = time = 1
value = 1, 0






[state 810, grab sound]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;shiden1
[statedef 1002]
type    = s
movetype= a
physics = s
anim = 1000
ctrl = 0

[state 200, 1]
type = playsnd
trigger1 = time = 5
value = 5, 0

[state 200, 1]
type = playsnd
trigger1 = time = 1
value = 1, 0

[state 870, push block]
type = explod
trigger1 = time = 4
id = 1001
pos = -9,-63
bindtime = 1
anim = 1001
sprpriority = 3
ownpal = 1
ignorehitpause = 0

[State 1000, Helper]
type = Helper
trigger1 = animelem = 6
postype = p1
pos = 38,-72
stateno = 1003
bindtime = 1
ownpal = 1
name = "sun shot"
ID = 1003

[state 810, grab sound]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;shiden2-1
[statedef 1003]
type    = A
movetype= A
physics = N
anim = 1005
ctrl = 0
sprpriority = 3

[state 200, 1]
type = velset
trigger1 = time = 0
trigger1 = parent, stateno = 1000
x = 3.5

[state 200, 1]
type = velset
trigger1 = time = 0
trigger1 = parent, stateno = 1001
x = 3
y = -1.5

[state 200, 1]
type = velset
trigger1 = time = 0
trigger1 = parent, stateno = 1002
x = 1.5
y = -3

[state 3001, attackmulset]
type = attackmulset
trigger1 = 1
value = parent, Fvar(0)
ignorehitpause = 1

[state 210, 2]
type = hitdef
trigger1 = time = 0
attr = s, sp
animtype  = heavy
damage    = 0,0
hitflag = MA
guarDFlag = MA
pausetime = 0,5
sparkno = -1;s6005
guard.sparkno = -1;s6000
getpower = 0;60
sparkxy = 0, (p2dist y + enemynear, const(size.mid.pos.y))
hitsound = -1;s0,2
guardsound = -1;s0,8
ground.type = high
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -10
air.velocity = -5,-3
numhits = 0
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)+20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1004, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 1004, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1

[State 7015, HitOverride]
type = HitOverride
trigger1 = Time > 0
slot = 0
time = -1
attr = SCA, NP, SP, HP
stateno = 1004

[state 3001, parentvaradd]
type = parentvaradd
trigger1 = movehit
var(9) = 1
ignorehitpause = 1
persistent = 0

[state 810]
type = changestate
trigger1 = time = 35
trigger2 = movecontact
value = 1004

;---------------------------------------------------------------------------
;shiden2-2
[statedef 1004]
type    = a
movetype= a
physics = n
velset = 0,0
anim = 1007
ctrl = 0

[state 3001, attackmulset]
type = attackmulset
trigger1 = 1
value = parent, Fvar(0)
ignorehitpause = 1

[state 870, push block]
type = varrandom
trigger1 = 1
v = 1
range = 5,10

[state 870, push block]
type = explod
trigger1 = time = 1
id = 1004
pos = 0,0
vel = 0,var(1)/10
bindtime = 1
anim = 905
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 870, push block]
type = explod
trigger1 = time = 2
id = 1004
pos = 0,0
vel = 0,var(1)/10
bindtime = 1
anim = 906
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 870, push block]
type = explod
trigger1 = time = 3
id = 1004
pos = 0,0
vel = 0,var(1)/10
bindtime = 1
anim = 907
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 870, push block]
type = explod
trigger1 = time = 4
id = 1004
pos = 0,0
vel = 0,var(1)/10
bindtime = 1
anim = 908
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 870, push block]
type = explod
trigger1 = time = 0
id = 1001
pos = 0,0
bindtime = 1
anim = 1006
sprpriority = 3
ownpal = 1

[state 210, 2]
type = hitdef
trigger1 = parent, stateno = 1000
trigger1 = time = 0
attr = s, sp
animtype  = hard
air.type = hard
ground.type = low
fall.animtype = low
damage    = 40,7
getpower = 90,60
givepower = 60,44
guarDFlag = MA
pausetime = 0,5
sparkno = 2
guard.sparkno = 40
sparkxy = -20, (p2dist y + enemynear, const(size.mid.pos.y))
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -6,-15
air.velocity = -6,-15
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .7
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 210, 2]
type = hitdef
trigger1 = parent, stateno = 1001
trigger1 = time = 0
attr = s, sp
animtype  = hard
air.type = hard
ground.type = low
fall.animtype = low
damage    = 60,10
getpower = 90,60
givepower = 60,44
guarDFlag = MA
pausetime = 0,5
sparkno = 2
guard.sparkno = 40
sparkxy = -20, (p2dist y + enemynear, const(size.mid.pos.y))
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -6,-15
air.velocity = -6,-15
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .7
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 210, 2]
type = hitdef
trigger1 = parent, stateno = 1002
trigger1 = time = 0
attr = s, sp
animtype  = hard
air.type = hard
ground.type = low
fall.animtype = low
damage    = 80,15
getpower = 90,60
givepower = 60,44
guarDFlag = MA
pausetime = 0,5
sparkno = 2
guard.sparkno = 40
sparkxy = -20, (p2dist y + enemynear, const(size.mid.pos.y))
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -6,-15
air.velocity = -6,-15
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .7
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)+20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 3001, parentvaradd]
type = parentvaradd
trigger1 = movehit
var(9) = 1
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = time = 1
value = 5, 3

[State 1004, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 1004, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1

[State 1004, endfromproj]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = -1
attr = SCA, NP, SP, HP
ignorehitpause = 1

[state 810]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;guren1
[statedef 1100]
type    = s
movetype= i
physics = U
velset = 0,0
sprpriority = -3
ctrl = 0
anim = 1100


[state 870, push block]
type = playsnd
trigger1 = animelem = 3
value = 5,1

[state 870, push block]
type = explod
trigger1 = animelem = 3
id = 1130
pos = 40,-66
bindtime = 100
anim = 1130
sprpriority = -2
removeongethit = 1
ownpal = 1
ignorehitpause = 1

[state hehe]
type = reversaldef
trigger1 = animelem = 3
id = 1100
hitsound = s5,12
sparkxy = 10,-50
sparkno = -1;s6015
pausetime = 20,20
reversal.attr = sca, na, sa
p1stateno = 1101
p2stateno = 1102
p1sprpriority = -3


[state hm]
type = nothitby
trigger1 = animelemno(0) = [2,4]
trigger1 = enemynear, hitdefattr = sca, na, sa
trigger2 = movehit
value = s
time = 1
ignorehitpause = 1

[state haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;guren1
[statedef 110011]
type    = s
movetype= i
physics = U
velset = 0,0
sprpriority = -3
ctrl = 0
anim = 110011

[state 870, push block]
type = playsnd
trigger1 = animelem = 3
value = 5,1

[state 870, push block]
type = explod
trigger1 = animelem = 3
trigger1 = NumExplod(113011) = 0
id = 113011
anim = 113011
bindtime = 100
pos = 40,-66
anim = 113011
sprpriority = -2
removeongethit = 1
ownpal = 1
ignorehitpause = 1



[state hehe]
type = reversaldef
trigger1 = animelem = 3
id = 110011
hitsound = s5,12
sparkxy = 10,-50
sparkno = -1;s6015
pausetime = 20,20
reversal.attr = sca, na, sa
p1stateno = 110111
p2stateno = 110211
p1sprpriority = -3

[state hm]
type = nothitby
trigger1 = animelemno(0) = [2,4]
trigger1 = enemynear, hitdefattr = sca, na, sa
trigger2 = movehit
value = s
time = 1
ignorehitpause = 1

[state haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
[statedef 110111]
type    = s
movetype= a
physics = s
velset = 0,0
ctrl = 0
sprpriority = -3
anim = 1101

[state heh]
type = removeexplod
trigger1 = time = 0
ID = 113011
ignorehitpause = 1
persistent = 0

[state 870, push block]
type = explod
trigger1 = time = 0
id = 1131
pos = 40,-66
bindtime = 1
anim = 1131
sprpriority = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state heh]
type = playsnd
trigger1 = animelem = 3
value = s0,13
channel = 2

[state hm]
type = nothitby
trigger1 = 1
value = sca
time = 2
ignorehitpause = 1

[state 234, voice]
type = playsnd
trigger1 = animelem = 2
value = s1,2
channel = 0

[state 200, posadd]
type = posadd
trigger1 = animelem = 9
x = -18

[state 214, 2]
type = hitdef
trigger1 = time = 0
attr = s, sa
damage    = 39,4
getpower = 90,60
givepower = 60,44
animtype  = Up
bindtime = 1
hitflag = mafdl
pausetime = 8,8
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-76
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1,-10
air.hittime = 28
air.velocity = -1,-10
;p2stateno = 6100
fall=1

[state 214, 7]
type = varset
trigger1 = time = 0
var(3) = 1

;[state 214, 7]
;type = changestate
;trigger1 = movehit
;trigger1 = command = "holdup"
;value = 40

;[state haha]
;type = envcolor
;trigger1 = movehit
;time = 1
;persistent = 0
;ignorehitpause = 1

[state haha]
type = changestate
trigger1 = animtime = 0
trigger2 = time >= 30
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; yasha gaeshi victim
[statedef 110211]
type    = U
movetype= h
physics = U
velset = 0,0
ctrl = 0

[state haha]
type = posfreeze
trigger1 = 1
ignorehitpause = 1

[state haha]
type = changeanim
trigger1 = 1
value = anim
elem = animelemno(0)

[state haha]
type = hitby
trigger1 = 1
value = sc,sa
time = 1

[state hehe]
type = selfstate
trigger1 = time >= 20
value = 5030

;---------------------------------------------------------------------------
;guren1
[statedef 110012]
type    = s
movetype= i
physics = U
velset = 0,0
sprpriority = -3
ctrl = 0
anim = 110012

[state 870, push block]
type = playsnd
trigger1 = animelem = 3
value = 5,1

[state 870, push block]
type = explod
trigger1 = animelem = 3
id = 113012
pos = 40,-66
bindtime = 100
anim = 113012
sprpriority = -2
removeongethit = 1
ownpal = 1
ignorehitpause = 1

[state hehe]
type = reversaldef
trigger1 = animelem = 3
id = 110012
hitsound = s5,12
sparkxy = 10,-50
sparkno = -1;s6015
pausetime = 20,20
reversal.attr = sca, na, sa
p1stateno = 110112
p2stateno = 110212
p1sprpriority = -3

[state hm]
type = nothitby
trigger1 = animelemno(0) = [2,4]
trigger1 = enemynear, hitdefattr = sca, na, sa
trigger2 = movehit
value = s
time = 1
ignorehitpause = 1

[state haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
[statedef 110112]
type    = s
movetype= a
physics = s
velset = 0,0
ctrl = 0
sprpriority = -3
anim = 1101

[state heh]
type = removeexplod
trigger1 = time = 0
ID = 113012
ignorehitpause = 1
persistent = 0

[state 870, push block]
type = explod
trigger1 = time = 0
id = 1131
pos = 40,-66
bindtime = 1
anim = 1131
sprpriority = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state heh]
type = playsnd
trigger1 = animelem = 3
value = s0,13
channel = 2

[state hm]
type = nothitby
trigger1 = 1
value = sca
time = 2
ignorehitpause = 1

[state 234, voice]
type = playsnd
trigger1 = animelem = 2
value = s1,2
channel = 0

[state 200, posadd]
type = posadd
trigger1 = animelem = 9
x = -18

[state 214, 2]
type = hitdef
trigger1 = time = 0
attr = s, sa
damage    = 89,6
getpower = 90,60
givepower = 60,44
animtype  = Up
hitflag = mafdl
pausetime = 8,8
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-76
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1,-12
air.hittime = 28
air.velocity = -1,-12
;p2stateno = 6100
fall=1


[state 214, 7]
type = varset
trigger1 = time = 0
var(3) = 1


;[state haha]
;type = envcolor
;trigger1 = movehit
;time = 1
;persistent = 0
;ignorehitpause = 1

[state haha]
type = changestate
trigger1 = animtime = 0
trigger2 = time >= 80
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; yasha gaeshi victim
[statedef 110212]
type    = U
movetype= h
physics = U
velset = 0,0
ctrl = 0

[state haha]
type = posfreeze
trigger1 = 1
ignorehitpause = 1

[state haha]
type = changeanim
trigger1 = 1
value = anim
elem = animelemno(0)

[state haha]
type = hitby
trigger1 = 1
value = sc,sa
time = 1

[state hehe]
type = selfstate
trigger1 = time >= 70
value = 5030

;---------------------------------------------------------------------------
[statedef 1101]
type    = s
movetype= a
physics = s
velset = 0,0
ctrl = 0
sprpriority = -3
anim = 1101

[state heh]
type = removeexplod
trigger1 = time = 0
ID = 1130
ignorehitpause = 1
persistent = 0

[state 870, push block]
type = explod
trigger1 = time = 0
id = 1131
pos = 40,-66
bindtime = 1
anim = 1131
sprpriority = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state heh]
type = playsnd
trigger1 = animelem = 3
value = s0,13
channel = 2

[state hm]
type = nothitby
trigger1 = 1
value = sca
time = 2
ignorehitpause = 1

[state 234, voice]
type = playsnd
trigger1 = animelem = 2
value = s1,2
channel = 0

[state 200, posadd]
type = posadd
trigger1 = animelem = 9
x = -18

[state 214, 2]
type = hitdef
trigger1 = time = 0
attr = s, sa
damage    = 62,5
getpower = 90,60
givepower = 60,44
animtype  = Up
hitflag = mafdl
pausetime = 8,8
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-76
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1,-11
air.hittime = 28
air.velocity = -1,-11
;p2stateno = 6100
fall=1

[state 214, 7]
type = varset
trigger1 = time = 0
var(3) = 1


;[state haha]
;type = envcolor
;trigger1 = movehit
;time = 1
;persistent = 0
;ignorehitpause = 1

[state haha]
type = changestate
trigger1 = animtime = 0
trigger2 = time >= 60
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; yasha gaeshi victim
[statedef 1102]
type    = U
movetype= h
physics = U
velset = 0,0
ctrl = 0

[state haha]
type = posfreeze
trigger1 = 1
ignorehitpause = 1

[state haha]
type = changeanim
trigger1 = 1
value = anim
elem = animelemno(0)

[state haha]
type = hitby
trigger1 = 1
value = sc,sa
time = 1

[state hehe]
type = selfstate
trigger1 = time >= 50
value = 5030

;---------------------------------------------------------------------------
;guren1
[statedef 1200]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1200


[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -20,20

[state 870, push block]
type = explod
trigger1 = time%2 = 0
trigger1 = time < 30
id = 1200
pos = var(1),-60
bindtime = 1
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 870, push block]
type = explod
trigger1 = time = 6
id = 1200
pos = 0,-60
bindtime = 1
anim = 904
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 234, voice]
type = statetypeset
trigger1 = animelem = 2
statetype = A

[state 870, push block]
type = explod
trigger1 = time = 2
id = 1200
pos = 10,0
bindtime = 8
anim = 1201
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[state 234, voice]
type = playsnd
trigger1 = time = 2
freqmul = 1.2
value = s5,6

[state 234, voice]
type = playsnd
trigger1 = animelem = 2
value = s1,1
channel = 0

[state 870, push block]
type = velset
trigger1 = time = 2
x = 4
y = -5

[State 105, VelMul]
type = VelMul
trigger1 = AnimElem = 3, > 0
x = .85

[State 105,VelAdd]
type = Velmul
trigger1 = time < 13
trigger1 = time > 6
y = .3

[State 105,VelAdd]
type = Veladd
trigger1 = time > 13
y = .3

[state 214, 2]
type = hitdef
triggerall = hitcount = 0
trigger1 = animelem = 2
trigger2 = animelem = 3
attr = s, sa
damage    = 15,3
getpower = 25,12
givepower = 12,6
animtype  = Up
hitflag = maf
guardflag = ma
pausetime = 5,5
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-56
hitsound   = s0+var(49),5
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1,-5
air.hittime = 28
air.velocity = -1,-5
;fall=1
fall.recover = 0
p2stateno = 6100

[state 214, 2]
type = hitdef
triggerall = hitcount = 1
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = s, sa
damage    = 15,3
getpower = 25,12
givepower = 12,6
animtype  = Up
hitflag = maf
guardflag = ma
pausetime = 8,8
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-56
hitsound   = s0+var(49),5
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-6
air.hittime = 28
air.velocity = -3,-6
fall=1
fall.recover = 0
;p2stateno = 6100

;[state 200, 1]
;type = playsnd
;trigger1 = movehit
;value = 0+var(49),6
;channel = 4
;ignorehitpause = 1

[state hee]
type = movehitreset
trigger1 = movecontact
ignorehitpause = 1

[state haha]
type = changestate
trigger1 = pos y >= 0
trigger1 = time > 5
value = 1225
ctrl = 1

;---------------------------------------------------------------------------
;guren1
[statedef 1210]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1210

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -20,20

[state 870, push block]
type = explod
trigger1 = time = 23
id = 1210
pos = 0,-60
bindtime = 1
anim = 904
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 870, push block]
type = explod
trigger1 = time%2 = 0
trigger1 = time < 23
id = 1210
pos = var(1),-60
bindtime = 1
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 234, voice]
type = statetypeset
trigger1 = animelem = 2
statetype = A

[state 234, voice]
type = playsnd
trigger1 = time = 2
value = s5,6

[state 234, voice]
type = playsnd
trigger1 = animelem = 2
value = s1,1
channel = 0

[state 870, push block]
type = explod
trigger1 = time = 2
id = 1210
pos = 10,0
bindtime = 12
anim = 1202
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[state 870, push block]
type = velset
trigger1 = time = 2
x = 5
y = -5

[State 105, VelMul]
type = VelMul
trigger1 = time > 4
x = .85

[State 105,VelAdd]
type = Velmul
trigger1 = time < 23
trigger1 = time > 16
y = .3

[State 105,VelAdd]
type = Veladd
trigger1 = time > 23
y = .3

[state 214, 2]
type = hitdef
triggerall = hitcount <= 2
trigger1 = animelem = 2
trigger2 = animelem = 3
attr = s, sa
damage    = 15,3
getpower = 25,12
givepower = 12,6
animtype  = Up
hitflag = maf
guardflag = ma
pausetime = 5,5
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-56
hitsound   = s0+var(49),5
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-8
air.hittime = 28
air.velocity = -3,-8
fall.recover = 0
p2stateno = 6100

[state 214, 2]
type = hitdef
triggerall = movecontact = 0
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = s, sa
damage    = 15,3
getpower = 25,12
givepower = 12,6
animtype  = Up
hitflag = maf
guardflag = ma
pausetime = 5,5
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-56
hitsound   = s0+var(49),5
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,-5
air.hittime = 28
air.velocity = -4,-5
fall=1
fall.recover = 0
;p2stateno = 6100

[state 214, 2]
type = hitdef
triggerall = hitcount = 2
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = s, sa
damage    = 15,3
getpower = 25,12
givepower = 12,6
animtype  = Up
hitflag = maf
guardflag = ma
pausetime = 5,5
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-56
hitsound   = s0+var(49),5
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,-5
air.hittime = 28
air.velocity = -4,-5
fall=1
fall.recover = 0
;p2stateno = 6100

[state hee]
type = movehitreset
trigger1 = time > 15
trigger1 = movecontact

[state haha]
type = changestate
trigger1 = pos y >= 0
trigger1 = time > 5
value = 1225
ctrl = 1

;---------------------------------------------------------------------------
;guren1
[statedef 1220]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1220

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -20,20

[state 870, push block]
type = explod
trigger1 = time = 30
id = 1220
pos = 0,-60
bindtime = 1
anim = 904
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 870, push block]
type = explod
trigger1 = time%2 = 0
trigger1 = time < 30
id = 1220
pos = var(1),-60
bindtime = 1
removetime = 23
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 234, voice]
type = statetypeset
trigger1 = animelem = 2
statetype = A

[state 234, voice]
type = playsnd
trigger1 = time = 4
freqmul = .9
value = s5,6
ignorehitpause = 1

[state 234, voice]
type = playsnd
trigger1 = animelem = 2
value = s1,1
channel = 0

[state 870, push block]
type = explod
trigger1 = time = 4
id = 1220
pos = 10,0
bindtime = 25
anim = 1203
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[state 870, push block]
type = velset
trigger1 = time = 2
x = 5
y = -6

[State 105, VelMul]
type = VelMul
trigger1 = time > 10
x = .9

[State 105,VelAdd]
type = Velmul
trigger1 = time < 30
trigger1 = time > 21
y = .3

[State 105,VelAdd]
type = Veladd
trigger1 = time > 30
y = .3

[state 214, 2]
type = hitdef
;triggerall = hitcount <= 2
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
attr = s, sa
damage    = 15,3
getpower = 25,12
givepower = 12,6
animtype  = Up
hitflag = maf
guardflag = ma
pausetime = 5,5
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-56
hitsound   = s0+var(49),5
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-8
air.hittime = 20
air.velocity = -3,-8
fall.recover = 0
p2stateno = 6100

[state 214, 2]
type = hitdef
triggerall = movecontact = 0
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 10
attr = s, sa
damage    = 15,3
getpower = 25,12
givepower = 12,6
animtype  = Up
hitflag = maf
guardflag = ma
pausetime = 5,5
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-56
air.hittime = 20
hitsound   = s0+var(49),5
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,-6
air.velocity = -4,-6
fall=1
fall.recover = 0
;p2stateno = 6100

[state 214, 2]
type = hitdef
;triggerall = hitcount = 2
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 10
attr = s, sa
damage    = 15,3
getpower = 25,12
givepower = 12,6
animtype  = Up
hitflag = maf
guardflag = ma
air.hittime = 20
pausetime = 5,5
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-56
hitsound   = s0+var(49),5
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,-6
air.velocity = -4,-6
fall=1
fall.recover = 0
;p2stateno = 6100

[state hee]
type = movehitreset
trigger1 = time > 20
trigger1 = movecontact

[state 3001, parentvaradd]
type = varadd
trigger1 = movehit
var(9) = 1

[state haha]
type = changestate
trigger1 = pos y >= 0
trigger1 = time > 5
value = 1225
ctrl = 1
;---------------------------------------------------------------------------
;retsuzan
[statedef 1225]
type    = s
movetype= I
physics = s
velset = 0,0
anim = 1205
ctrl = 0

[state 52, playsnd]
type = playsnd
trigger1 = animelem = 1
value = s0,16
channel = 0

[state 200, 1]
type = posset
trigger1 = 1
y = 0

[state 200, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;retsuzan
[statedef 1300]
type    = s
movetype= A
physics = N
velset = 0,0
anim = 1300
ctrl = 0

[state 200, 1]
type = playsnd
trigger1 = time = 3
value = 5, 17
volume = 255
freqmul = .6

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -90,-30

[state 870, push block]
type = explod
trigger1 = time%2 = 0
trigger1 = time < 23
id = 1300
pos = 0,var(1)
bindtime = 1
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 200, 1]
type = statetypeset
trigger1 = animelem = 3
statetype = A

[state 200, 1]
type = velset
trigger1 = animelem = 3
y = -3
x = 4.5

[state 200, 1]
type = veladd
trigger1 = time > 7
y = .3

[state 240, 2]
type = hitdef
trigger1 = time%7 = 0
attr = s, na
animtype  = medium
damage    = 8,1
getpower = 25,12
givepower = 12,6
guarDFlag = ma
pausetime = 5,5
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-40
hitsound = s0+var(49),5
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 12
ground.hittime  = 20
ground.type = high
ground.velocity = -5
air.velocity = -2.2,-3.2



[state hee]
type = movehitreset
trigger1 = movecontact
ignorehitpause = 1

[state 200, 1]
type = changestate
trigger1 = pos y >= 0
trigger1 = time > 10
value = 1301
ctrl = 0

;---------------------------------------------------------------------------
;retsuzan
[statedef 1301]
type    = s
movetype= A
physics = N
velset = 0,0
anim = 1301
ctrl = 0

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3
[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -90,-30

[state 870, push block]
type = explod
trigger1 = time%2 = 0
trigger1 = time < 23
id = 1301
pos = 0,var(1)
bindtime = 1
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 200, 1]
type = posset
trigger1 = 1
y = 0

[state 200, 1]
type = changestate
trigger1 = animtime = 0
value = 1302
ctrl = 0

;-------------------------------------
[statedef 1302]
type    = s
movetype= a
physics = s
juggle  = 5
anim = 250
velset = 0,0
ctrl = 0
sprpriority = 2

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -90,-30

[state 870, push block]
type = explod
trigger1 = time%2 = 0
trigger1 = time < 23
id = 1302
pos = 0,var(1)
bindtime = 1
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 230, 1]
type = playsnd
trigger1 = time = 2
value = 0, 14

[state 200, 1]
type = playsnd
trigger1 = time = 1
value = 3, 4
channel = 0

[state 240, 2]
type = hitdef
trigger1 = time = 0
attr = s, na
animtype  = medium
damage    = 15,4
getpower = 25,12
givepower = 12,6
guarDFlag = ma
pausetime = 7,10
sparkno = 2
guard.sparkno = 40
sparkxy = -30,-60
hitsound = s0+var(49),5
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 12
ground.hittime  = 20
ground.type = high
fall.type = high
ground.velocity = -5,-2
fall = 1
fall.recover = 0
;yaccel = .7
air.velocity = -5,-2



[state hee]
type = movehitreset
trigger1 = movecontact
ignorehitpause = 1

[state 240, 4]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;retsuzan
[statedef 1310]
type    = s
movetype= A
physics = N
velset = 0,0
anim = 1300
ctrl = 0

[state 200, 1]
type = playsnd
trigger1 = time = 3
value = 5, 17
volume = 255
freqmul = .6

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -90,-30

[state 870, push block]
type = explod
trigger1 = time%2 = 0
trigger1 = time < 23
id = 1310
pos = 0,var(1)
bindtime = 1
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 200, 1]
type = statetypeset
trigger1 = animelem = 3
statetype = A

[state 200, 1]
type = velset
trigger1 = animelem = 3
y = -3.5
x = 5.5

[state 200, 1]
type = veladd
trigger1 = time > 7
y = .3

[state 240, 2]
type = hitdef
trigger1 = time%7 = 0
attr = s, na
animtype  = medium
damage    = 8,2
getpower = 25,12
givepower = 12,6
guarDFlag = ma
pausetime = 5,5
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-40
hitsound = s0+var(49),5
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 12
ground.hittime  = 20
ground.type = high
ground.velocity = -5
air.velocity = -2.2,-3.2



[state hee]
type = movehitreset
trigger1 = movecontact
ignorehitpause = 1

[state 200, 1]
type = changestate
trigger1 = pos y >= 0
trigger1 = time > 10
value = 1311
ctrl = 0

;---------------------------------------------------------------------------
;retsuzan
[statedef 1311]
type    = s
movetype= A
physics = N
velset = 0,0
anim = 1301
ctrl = 0

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3
[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -90,-30

[state 870, push block]
type = explod
trigger1 = time%2 = 0
trigger1 = time < 23
id = 1311
pos = 0,var(1)
bindtime = 1
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 200, 1]
type = posset
trigger1 = 1
y = 0

[state 200, 1]
type = changestate
trigger1 = animtime = 0
value = 1312
ctrl = 0

;-------------------------------------
[statedef 1312]
type    = A
movetype= a
physics = N
juggle  = 5
anim = 1312
velset = 0,0
ctrl = 0
sprpriority = 2

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3
[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -90,-30

[state 870, push block]
type = explod
trigger1 = time%2 = 0
trigger1 = time < 23
id = 1312
pos = 0,var(1)
bindtime = 1
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 230, 1]
type = playsnd
trigger1 = time = 2
value = 0, 14

[state 200, 1]
type = playsnd
trigger1 = time = 1
value = 3, 4
channel = 0

[state 200, 1]
type = playsnd
trigger1 = time = 3
value = 5, 21
volume = 255
freqmul = 1.3

[state 200, 1]
type = velset
trigger1 = animelem = 2
y = -5.5
x = 6.5

[state 200, 1]
type = veladd
trigger1 = time > 3
y = .5

[state 240, 2]
type = hitdef
trigger1 = animelem = 3
trigger2 = animelem = 6
attr = s, sa
animtype  = hard
fall.animtype = hard
ground.type = high
damage    = 18,5
getpower = 25,12
givepower = 12,6
guarDFlag = ma
pausetime = 7,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-40
hitsound = s0+var(49),5
guardsound = s0+var(49),8
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -5,-3
fall = 1
fall.recover = 0
;yaccel = .7
air.velocity = -5,-3



[state hee]
type = movehitreset
trigger1 = movecontact
ignorehitpause = 1

[state 200, 1]
type = changestate
trigger1 = pos y >= 0
trigger1 = time > 10
value = 1313
ctrl = 0

;---------------------------------------------------------------------------
;retsuzan
[statedef 1313]
type    = s
movetype= A
physics = S
anim = 1313
ctrl = 0

[state 52, playsnd]
type = playsnd
trigger1 = animelem = 1
value = s0,16
channel = 0

[state 200, 1]
type = velset
trigger1 = time = 0
y = 0

[state 200, 1]
type = posset
trigger1 = 1
y = 0

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -90,-30

[state 870, push block]
type = explod
trigger1 = time%2 = 0
trigger1 = time < 23
id = 1313
pos = 0,var(1)
bindtime = 1
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 200, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;retsuzan
[statedef 1320]
type    = s
movetype= A
physics = N
velset = 0,0
anim = 1310
ctrl = 0

[state 200, 1]
type = playsnd
trigger1 = time = 3
value = 5, 17
volume = 255
freqmul = .6

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3
[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -90,-30

[state 870, push block]
type = explod
trigger1 = time%2 = 0
trigger1 = time < 23
id = 1320
pos = 0,var(1)
bindtime = 1
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 200, 1]
type = statetypeset
trigger1 = animelem = 3
statetype = A

[state 200, 1]
type = velset
trigger1 = animelem = 3
y = -4.5
x = 7

[state 200, 1]
type = veladd
trigger1 = time > 7
y = .3

[state 240, 2]
type = hitdef
trigger1 = time%7 = 0
attr = s, na
animtype  = medium
damage    = 8,3
getpower = 25,12
givepower = 12,6
guarDFlag = ma
pausetime = 5,5
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-40
hitsound = s0+var(49),5
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 12
ground.hittime  = 20
ground.type = high
ground.velocity = -5
air.velocity = -2.2,-3.2



[state hee]
type = movehitreset
trigger1 = movecontact
ignorehitpause = 1

[state 200, 1]
type = changestate
trigger1 = pos y >= 0
trigger1 = time > 10
value = 1321
ctrl = 0

;---------------------------------------------------------------------------
;retsuzan
[statedef 1321]
type    = s
movetype= A
physics = N
velset = 0,0
anim = 1301
ctrl = 0

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3
[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -90,-30

[state 870, push block]
type = explod
trigger1 = time%2 = 0
trigger1 = time < 23
id = 1321
pos = 0,var(1)
bindtime = 1
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 200, 1]
type = posset
trigger1 = 1
y = 0

[state 200, 1]
type = changestate
trigger1 = animtime = 0
value = 1322
ctrl = 0

;-------------------------------------
[statedef 1322]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1210

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3
[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -20,20

[state 870, push block]
type = explod
trigger1 = time = 23
id = 1322
pos = 0,-60
bindtime = 1
anim = 904
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 870, push block]
type = explod
trigger1 = time%2 = 0
trigger1 = time < 23
id = 1322
pos = var(1),-60
bindtime = 1
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 234, voice]
type = statetypeset
trigger1 = animelem = 2
statetype = A

[state 234, voice]
type = playsnd
trigger1 = time = 2
value = s5,6

[state 234, voice]
type = playsnd
trigger1 = animelem = 2
value = s1,1
channel = 0

[state 870, push block]
type = explod
trigger1 = time = 2
id = 1322
pos = 10,0
bindtime = 12
anim = 1202
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[state 870, push block]
type = velset
trigger1 = time = 2
x = 6
y = -9

[State 105, VelMul]
type = VelMul
trigger1 = time > 4
x = .85

[State 105,VelAdd]
type = Velmul
trigger1 = time < 23
trigger1 = time > 16
y = .3

[State 105,VelAdd]
type = Veladd
trigger1 = time > 23
y = .5

[state 214, 2]
type = hitdef
triggerall = hitcount <= 2
trigger1 = animelem = 2
trigger2 = animelem = 3
attr = s, sa
damage    = 15,6
getpower = 25,12
givepower = 12,6
animtype  = Up
hitflag = maf
guardflag = ma
pausetime = 5,5
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-56
hitsound   = s0+var(49),5
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-8
air.hittime = 28
air.velocity = -3,-8
fall.recover = 0

[state 214, 2]
type = hitdef
triggerall = movecontact = 0
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = s, sa
damage    = 15,6
getpower = 25,12
givepower = 12,6
animtype  = Up
hitflag = maf
guardflag = ma
pausetime = 5,5
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-56
hitsound   = s0+var(49),5
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-8
air.hittime = 28
air.velocity = -3,-8
fall=1
fall.recover = 0
;p2stateno = 6100

[state 214, 2]
type = hitdef
triggerall = hitcount = 2
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = s, sa
damage    = 15,6
getpower = 25,12
givepower = 12,6
animtype  = Up
hitflag = maf
guardflag = ma
pausetime = 5,5
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-56
hitsound   = s0+var(49),5
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-8
air.hittime = 28
air.velocity = -3,-8
fall=1
fall.recover = 0
;p2stateno = 6100



[state hee]
type = movehitreset
trigger1 = movecontact
ignorehitpause = 1

[state haha]
type = changestate
trigger1 = pos y >= 0
trigger1 = time > 5
value = 1225
ctrl = 1

;-------------------------------------
[statedef 1400]
type    = A
movetype= a
physics = N
juggle  = 5
anim = 1400
ctrl = 0
sprpriority = 2

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -90,-30

[state 870, push block]
type = explod
trigger1 = time%2 = 0
id = 1400
pos = 0,var(1)
bindtime = 1
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 200, 1]
type = playsnd
trigger1 = time = 1
value = 5, 17
freqmul = .6

[state 200, 1]
type = playsnd
trigger1 = time = 1
value = 3, 0
channel = 0

[state 200, 1]
type = veladd
trigger1 = time = 0
trigger1 = vel y > -5
y = -.5

[state 200, 1]
type = veladd
trigger1 = time = 0
trigger1 = vel x > 0
x = 2

[state 200, 1]
type = veladd
trigger1 = time > 3
y = .2

[state 240, 2]
type = hitdef
trigger1 = animelem = 4
trigger2 = animelem = 10
attr = s, sa
animtype  = medium
damage = 30, 4
getpower = 60,16
givepower = 30,22
guarDFlag = ma
pausetime = 7,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-30
hitsound = s0+var(49),6
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 12
ground.hittime  = 20
ground.type = high
ground.velocity = -2,-6
;yaccel = .6
air.velocity = -2,-6
fall=1
fall.recover = 0

[state hee]
type = movehitreset
trigger1 = movecontact

[state 3001, parentvaradd]
type = varadd
trigger1 = movehit
var(9) = 1

[state 200, 1]
type = changestate
trigger1 = animtime = 0
value = 460
ctrl = 0

[state 200, 1]
type = changestate
trigger1 = pos y >= 0
value = 1313
ctrl = 0

;-------------------------------------
[statedef 1410]
type    = A
movetype= a
physics = N
juggle  = 5
anim = 1400
ctrl = 0
sprpriority = 2

[state 200, 1]
type = playsnd
trigger1 = time = 1
value = 5, 17
freqmul = .6

[state 200, 1]
type = veladd
trigger1 = time = 0
trigger1 = vel y > -5
y = -.5

[state 200, 1]
type = veladd
trigger1 = time = 0
trigger1 = vel x > 0
x = 2

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3
[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -90,-30

[state 870, push block]
type = explod
trigger1 = time%2 = 0
id = 1410
pos = 0,var(1)
bindtime = 1
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 230, 1]
type = playsnd
trigger1 = time = 2
value = 0, 14

[state 200, 1]
type = playsnd
trigger1 = time = 1
value = 3, 0
channel = 0

;[state 200, 1]
;type = velset
;trigger1 = animelem = 2
;y = -5.5
;x = 6.5

[state 200, 1]
type = veladd
trigger1 = time > 3
y = .2

[state 240, 2]
type = hitdef
trigger1 = animelem = 4
trigger2 = animelem = 10
attr = s, sa
animtype  = medium
damage = 35, 4
getpower = 60,16
givepower = 30,22
guarDFlag = ma
pausetime = 7,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-30
hitsound = s0+var(49),6
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 12
ground.hittime  = 20
ground.type = high
ground.velocity = -2,-6
;yaccel = .6
air.velocity = -2,-6
fall=1
fall.recover = 0

[state hee]
type = movehitreset
trigger1 = movecontact

[state 3001, parentvaradd]
type = varadd
trigger1 = movehit
var(9) = 1

[state 200, 1]
type = changestate
trigger1 = time = 48
value = 460
ctrl = 0

[state 200, 1]
type = changestate
trigger1 = pos y >= 0
value = 1313
ctrl = 0

;-------------------------------------
[statedef 1420]
type    = A
movetype= a
physics = N
juggle  = 5
anim = 1400
ctrl = 0
sprpriority = 2

[state 200, 1]
type = playsnd
trigger1 = time = 1
value = 5, 17
freqmul = .6

[state 200, 1]
type = veladd
trigger1 = time = 0
trigger1 = vel y > -5
y = -.5

[state 200, 1]
type = veladd
trigger1 = time = 0
trigger1 = vel x > 0
x = 2

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3
[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -90,-30

[state 870, push block]
type = explod
trigger1 = time%2 = 0
id = 1420
pos = 0,var(1)
bindtime = 1
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 230, 1]
type = playsnd
trigger1 = time = 2
value = 0, 14

[state 200, 1]
type = playsnd
trigger1 = time = 1
value = 3, 0
channel = 0

;[state 200, 1]
;type = velset
;trigger1 = animelem = 2
;y = -5.5
;x = 6.5

[state 200, 1]
type = veladd
trigger1 = time > 3
y = .2

[state 240, 2]
type = hitdef
trigger1 = animelem = 4
trigger2 = animelem = 10
attr = s, sa
animtype  = medium
damage = 40, 4
getpower = 60,16
givepower = 30,22
guarDFlag = ma
pausetime = 7,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-30
hitsound = s0+var(49),6
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 12
ground.hittime  = 20
ground.type = high
ground.velocity = -2,-6
;yaccel = .6
air.velocity = -2,-6
fall=1
fall.recover = 0

[state hee]
type = movehitreset
trigger1 = movecontact

[state 3001, parentvaradd]
type = varadd
trigger1 = movehit
var(9) = 1

[state 200, 1]
type = changestate
trigger1 = time = 88
value = 460
ctrl = 0

[state 200, 1]
type = changestate
trigger1 = pos y >= 0
value = 1313
ctrl = 0

;---------------------------------------------------------------------------
;retsuzan
[statedef 4000]
type    = s
movetype= a
physics = s
velset = 0,0
anim = 4000
ctrl = 0



;--------------------------------------
;[state 4002, 1]
;type = explod
;trigger1 = animelem = 3
;anim = 7000
;id = 7000
;postype = back
;pos = 0, 0
;sprpriority = -3
;ownpal = 1
;bindtime = -1
;supermove = 1
;persistent = 0

;[state 4002, 3.2]
;type = explod
;trigger1 = animelem = 3
;trigger1 = Facing = 1
;anim = 9003
;id = 9003
;postype = back
;pos = 0, 0
;sprpriority = -4
;ownpal = 1
;bindtime = -1
;supermove = 1
;persistent = 0

;[state 4002, 3.2]
;type = explod
;trigger1 = animelem = 3
;trigger1 = Facing = -1
;anim = 9003
;id = 9003
;postype = back
;pos = 1, 0
;sprpriority = -4
;ownpal = 1
;bindtime = -1
;supermove = 1
;persistent = 0
;persistent = 0

;[state 4002, super bg]
;type = explod
;trigger1 = numexplod(9003) = 0
;trigger1 = time > 12
;anim = 9001
;ownpal = 1
;id = 9001
;bindtime = 200
;removetime = -1
;removeongethit = 1
;postype = back
;pos = 0, 0
;sprpriority = -9
;persistent = 0

;[state 2000, 4]
;type = helper
;trigger1 = numhelper(9002) = 0
;trigger1 = animelem = 3
;stateno = 9002
;id = 9002
;name = "floor"
;pos = 0,0
;postype = p1
;bindtime = 0
;ownpal = 1
;persistent = 0

[state haha]
type = superpause
trigger1 = animelem = 3
time = 39
movetime = 39
darken = 1
pos = 15,-87
anim = 100
sound = s4,1
unhittable = 3
poweradd = -3000
persistent = 0
;--------------------------------


[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 1000, Helper]
type = Helper
trigger1 = animelem = 6
postype = p1
pos = 10,-90
stateno = 4001
supermovetime = 45
bindtime = 1
ownpal = 1
name = "sun burst"
ID = 3001
persistent = 0

[state haha]
type = varset
trigger1 = time = 0
v = 0
value = 0

[state haha]
type = changeanim
trigger1 = var(0) = 1
value = 4002
persistent = 0

[state haha]
type = changestate
trigger1 = anim = 4002
trigger1 = animtime = 0
trigger2 = numhelper(3001) = 0
trigger2 = time > 50
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;retsuzan go!
[statedef 4001]
type    = s
movetype= a
physics = N
anim = 4001
velset = 0,0
sprpriority = 3
ctrl = 0

[state 200, 1]
type = playsnd
trigger1 = time = 16
value = 5, 2

[state haha]
type = velset
trigger1 = time = 37
x = 6

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 870, push block]
type = explod
trigger1 = time%8 = 0
trigger1 = time > 20
id = 900
pos = 0,0
bindtime = 1
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state haha]
type = posadd
trigger1 = time = 37
y = 20

[state 210, 2]
type = hitdef
trigger1 = vel x != 0
attr = s, sa
animtype  = hard
fall.animtype = hard
damage    = 50,10
guarDFlag = MA
pausetime = 0,5
sparkno = 3
guard.sparkno = 41
getpower = 0
sparkxy = -5, -10 ;(p2dist y + enemynear, const(size.mid.pos.y))
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
air.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -5
air.velocity = 5,-1
air.fall = 1
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)+20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 3001, parentvarset]
type = parentvarset
trigger1 = var(8) = 0
trigger1 = roundstate = 3
trigger1 = winko = 1
trigger1 = movehit
trigger1 = enemynear, loseko = 1
var(8) = 1
ignorehitpause = 1

[State 1004, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 1004, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1

[State 7015, HitOverride]
type = HitOverride
trigger1 = Time > 0
slot = 1
time = -1
attr = SCA, HP
stateno = 4002

[State 7015, HitOverride]
type = HitOverride
trigger1 = Time > 0
slot = 0
time = -1
attr = SCA, NP, SP
stateno = 4003

[state 3001, attackmulset]
type = attackmulset
trigger1 = 1
value = parent, Fvar(0)
ignorehitpause = 1

[state 3001, parentvaradd]
type = parentvaradd
trigger1 = movehit
var(18) = 1
ignorehitpause = 1
persistent = 0

[state haha]
type = changestate
trigger1 = movecontact
value = 4002

[state haha]
type = destroyself
trigger1 = FrontEdgeBodyDist < -70

;---------------------------------------------------------------------------
;retsuzan go!
[statedef 4002]
type    = s
movetype= a
physics = s
anim = 4003
velset = 0,0
ctrl = 0

[State -2, NoThrow]
type = HitOverride
trigger1 = 1
time = 1
slot = 0
attr = SCA, AT
stateno = 0

[state 200, 1]
type = parentvarset
trigger1 = time = 0
v = 0
value = 1



[state 200, 1]
type = playsnd
trigger1 = time%10 = 5
trigger1 = time > 10
value = 5, 9
volume = -100
channel = 6

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = -43,43

[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = 0,3

[state 234, voice]
type = varrandom
trigger1 = 1
v = 2
range = -43,43

[state 870, push block]
type = explod
trigger1 = time%10 = 0
id = 900
pos = var(0),var(2)
bindtime = 1
anim = 4004
sprpriority = 2
ownpal = 1
ignorehitpause = 1

[state 870, push block]
type = explod
trigger1 = time%10 = 5
trigger1 = time > 10
id = 900
pos = var(0),var(2)
bindtime = 1
anim = 4005
sprpriority = -1
ownpal = 1
ignorehitpause = 1

[state 870, push block]
type = explod
trigger1 = time%5 = 5
trigger1 = time > 10
id = 900
pos = var(0),var(2)
bindtime = 1
anim = 900 + var(1)
sprpriority = -2
ownpal = 1
ignorehitpause = 1

[state 210, 2]
type = hitdef
trigger1 = time%8 = 0
trigger1 = p2dist x >= 0
trigger1 = time < 141
attr = s, ha
animtype  = hard
fall.animtype = hard
damage    = 10,3
guarDFlag = ma
pausetime = 0,5
sparkno = 3
guard.sparkno = 41
sparkxy = -5, -10  ;(p2dist y + enemynear, const(size.mid.pos.y))
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
air.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = 10
air.velocity = 5,-1
yaccel = .7
air.fall = 1
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 210, 2]
type = hitdef
trigger1 = time%8 = 0
trigger1 = p2dist x < 0
trigger1 = time < 141
attr = s, ha
animtype  = hard
fall.animtype = hard
damage    = 10,3
guarDFlag = ma
pausetime = 0,5
sparkno = 3
guard.sparkno = 41
sparkxy = -5, -10  ;(p2dist y + enemynear, const(size.mid.pos.y))
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
air.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -10
air.velocity = -5,-1
yaccel = .7
air.fall = 1
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 210, 2]
type = hitdef
trigger1 = time%8 = 0
trigger1 = time > 141
attr = s, ha
animtype  = hard
fall.animtype = hard
damage    = 10,3
guarDFlag = ma
pausetime = 0,5
sparkno = 3
guard.sparkno = 41
sparkxy = -5, -10  ;(p2dist y + enemynear, const(size.mid.pos.y))
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
air.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -15,-20
air.velocity = -15,-20
yaccel = .7
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)+20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 3001, parentvarset]
type = parentvarset
trigger1 = var(8) = 0
trigger1 = roundstate = 3
trigger1 = winko = 1
trigger1 = movehit
trigger1 = enemynear, loseko = 1
var(8) = 1
ignorehitpause = 1

[state 3001, attackmulset]
type = attackmulset
trigger1 = 1
value = parent, Fvar(0)
ignorehitpause = 1

[state 3001, parentvaradd]
type = movehitreset
trigger1 = movecontact

[state 3001, parentvaradd]
type = parentvaradd
trigger1 = movehit
var(9) = 1

[state haha]
type = destroyself
trigger1 = time = 150
;---------------------------------------------------------------------------
;retsuzan go!
[statedef 4003]
type    = s
movetype= a
physics = N
velset = 0,0
sprpriority = 3
ctrl = 0

[state haha]
type = velset
trigger1 = time = 0
x = 6

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 870, push block]
type = explod
trigger1 = time%8 = 0
trigger1 = time > 20
id = 900
pos = 0,0
bindtime = 1
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state haha]
type = posadd
trigger1 = time = 40
y = 20

[state 210, 2]
type = hitdef
trigger1 = vel x != 0
attr = s, sa
animtype  = heavy
damage    = 57,10
guarDFlag = MA
pausetime = 0,5
sparkno = 3
guard.sparkno = 41
getpower = 0
sparkxy = -5, -10  ;(p2dist y + enemynear, const(size.mid.pos.y))
hitsound = s0+var(49),2
guardsound = s0+var(49),8
ground.type = high
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -5
air.velocity = 5,-1
air.fall = 1
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 1060, 8]
type = explod
trigger1 = movehit && numexplod(910) < 1
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 1060, 8]
type = explod
trigger1 = movehit && numexplod(911) < 1
trigger1 = p2movetype = h
anim = 910
id = 911
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)+20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1004, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 1004, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1

[State 7015, HitOverride]
type = HitOverride
trigger1 = Time > 0
slot = 0
time = 3003
attr = SCA, HP
stateno = 4002

[State 7015, HitOverride]
type = HitOverride
trigger1 = Time > 0
slot = 0
time = -1
attr = SCA, NP, SP
stateno = -1

[state 3001, attackmulset]
type = attackmulset
trigger1 = 1
value = parent, Fvar(0)
ignorehitpause = 1

[state haha]
type = changestate
triggerall = vel x != 0
trigger1 = movecontact
trigger2 = parent, command = "z"
value = 4002

[state haha]
type = destroyself
trigger1 = FrontEdgeBodyDist < -70

;---------------------------------------------------------------------------
;retsuzan
[statedef 4100]
type    = S
movetype= a
physics = N
velset = 0,0
anim = 4100
ctrl = 0

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


[state haha]
type = superpause
trigger1 = time = 1
time = 39
darken = 1
pos = -2,-71
anim = 100
sound = s4,1
unhittable = 3
poweradd = -3000

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[state 200, 1]
type = playsnd
trigger1 = time = 3
value = 1, 4

[state 200, 1]
type = velset
trigger1 = time = 3
x = 6

[state 200, 1]
type = playsnd
trigger1 = time = 3
value = 5, 21
volume = 255
freqmul = .8

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -20,20

[state 870, push block]
type = explod
trigger1 = time%2 = 0
id = 4100
pos = var(1),-60
bindtime = 1
removetime = 23
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 870, push block]
type = explod
trigger1 = animelem = 2
trigger2 = animelem = 8
id = 4100
pos = 0,-60
bindtime = 6
anim = 4102
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 870, push block]
type = explod
trigger1 = animelem = 5
id = 4100
pos = 0,-60
bindtime = 6
anim = 4103
sprpriority = -1
ownpal = 1
ignorehitpause = 1

[state 214, 2]
type = hitdef
trigger1 = animelem = 4
trigger2 = animelem = 7
attr = s, sa
damage    = 20,4
ground.type  = low
animtype = hard
hitflag = maf
guardflag = ma
pausetime = 2,2
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-76
hitsound   = s0,5
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.hittime = 28
yaccel = .7
air.velocity = -6,-2
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 214, 2]
type = hitdef
triggerall = p2statetype = A
trigger1 = animelem = 4
trigger2 = animelem = 7
attr = s, sa
damage    = 20,4
animtype  = Up
hitflag = maf
guardflag = ma
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-76
hitsound   = s0,5
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.hittime = 28
yaccel = .7
air.velocity = -5,-2
p2stateno = 700
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)+20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0



[state hee]
type = movehitreset
trigger1 = movecontact

[state 200, 1]
type = changestate
trigger1 = time = 70
value = 4101

;---------------------------------------------------------------------------
;guren1
[statedef 4101]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 4101


[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 10


[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -20,20

[state 870, push block]
type = explod
trigger1 = time = 30
id = 4101
pos = 0,-60
bindtime = 1
anim = 904
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 870, push block]
type = explod
trigger1 = time%2 = 0
trigger1 = time < 30
id = 4101
pos = var(1),-60
bindtime = 1
removetime = 23
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 234, voice]
type = statetypeset
trigger1 = animelem = 2
statetype = A

[state 234, voice]
type = playsnd
trigger1 = time = 4
freqmul = .9
value = s5,6
ignorehitpause = 1

[state 234, voice]
type = playsnd
trigger1 = animelem = 2
value = s1,1
channel = 0

[state 870, push block]
type = explod
trigger1 = time = 4
id = 4101
pos = 10,0
bindtime = 25
anim = 1203
sprpriority = 3
ownpal = 1
ignorehitpause = 0

[state 870, push block]
type = velset
trigger1 = time = 2
x = 8
y = -12

[State 105, VelMul]
type = VelMul
trigger1 = time > 10
x = .9

[State 105,VelAdd]
type = Velmul
trigger1 = time < 30
trigger1 = time > 21
y = .3

[State 105,VelAdd]
type = Veladd
trigger1 = time > 30
y = .5

[state 214, 2]
type = hitdef
trigger1 = animelem = 2
trigger2 = animelem = 3
attr = s, sa
damage    = 26,4
animtype  = Up
hitflag = maf
guardflag = ma
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-76
hitsound   = s0,5
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,-19
air.hittime = 28
air.velocity = -4,-19
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 214, 2]
type = hitdef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = s, sa
damage    = 30,4
animtype  = Up
hitflag = maf
guardflag = ma
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-76
hitsound   = s0,5
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -11,-15
air.hittime = 28
air.velocity = -11,-15
fall = 1
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)+20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0



[state hee]
type = movehitreset
trigger1 = movecontact

[state 3001, parentvaradd]
type = varadd
trigger1 = movehit
var(9) = 1

[state haha]
type = changestate
trigger1 = pos y >= 0
trigger1 = time > 5
value = 1225
ctrl = 1

;---------------------------------------------------------------------------
;retsuzan
[statedef 4200]
type    = S
movetype= a
physics = N
velset = 0,0
anim = 4100
ctrl = 0

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


[state haha]
type = superpause
trigger1 = time = 1
time = 39
darken = 1
pos = -2,-71
anim = 100
sound = s4,1
unhittable = 3 
poweradd = -2000

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[state 200, 1]
type = playsnd
trigger1 = time = 3
value = 5, 21
volume = 255
freqmul = .8

[state 200, 1]
type = playsnd
trigger1 = time = 3
value = 1, 4

[state 200, 1]
type = velset
trigger1 = time = 3
x = 6

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -20,20

[state 870, push block]
type = explod
trigger1 = time%2 = 0
id = 4200
pos = var(1),-60
bindtime = 1
removetime = 23
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 870, push block]
type = explod
trigger1 = animelem = 2
trigger2 = animelem = 8
id = 4200
pos = 0,-60
bindtime = 6
anim = 4102
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 870, push block]
type = explod
trigger1 = animelem = 5
id = 4200
pos = 0,-60
bindtime = 6
anim = 4103
sprpriority = -1
ownpal = 1
ignorehitpause = 1

[state 214, 2]
type = hitdef
trigger1 = animelem = 4
trigger2 = animelem = 7
attr = s, sa
damage    = 20,4
ground.type  = low
animtype = hard
hitflag = maf
guardflag = ma
pausetime = 2,2
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-76
hitsound   = s0,5
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.hittime = 28
yaccel = .7
air.velocity = -6,-2
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)+20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0



[state hee]
type = movehitreset
trigger1 = movecontact

[state 200, 1]
type = changestate
trigger1 = time = 70
value = 4201

;---------------------------------------------------------------------------
;guren1
[statedef 4201]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 4105

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -20,20

[state 870, push block]
type = explod
trigger1 = time%2 = 0
id = 4201
pos = var(1),-60
bindtime = 1
removetime = 23
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 234, voice]
type = statetypeset
trigger1 = animelem = 2
statetype = A



[state 234, voice]
type = playsnd
trigger1 = animelem = 2
value = s1,5
channel = 0

[state 870, push block]
type = velset
trigger1 = time = 2
y = -6

[State 105, VelMul]
type = VelMul
trigger1 = time > 10
x = .99

[State 105,VelAdd]
type = Veladd
trigger1 = 1
y = .4

[state 214, 2]
type = hitdef
trigger1 = time = 0
attr = s, sa
damage    = 49,4
animtype  = hard
fall.type = low
ground.type = low
hitflag = maf
guardflag = ma
pausetime = 9,9
sparkno = 3
guard.sparkno = 41
sparkxy = -10,-79
hitsound   = s0,5
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,-5
air.hittime = 28
yaccel = .7
fall = 1
air.fall = 1
air.velocity = -6,-5
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)+20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0



[state hee]
type = movehitreset
trigger1 = movecontact

[state 3001, parentvaradd]
type = varadd
trigger1 = movehit
var(9) = 1

[state haha]
type = changestate
trigger1 = pos y >= 0
trigger1 = time > 5
value = 1225
ctrl = 1


;---------------------------------------------------------------------------
;retsuzan
[statedef 4300]
type    = S
movetype= a
physics = N
velset = 0,0
anim = 4100
ctrl = 0

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


[state haha]
type = superpause
trigger1 = time = 1
time = 39
darken = 1
pos = -2,-71
anim = 100
sound = s4,1
unhittable = 3 
poweradd = -1000

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[state 200, 1]
type = playsnd
trigger1 = time = 3
value = 5, 21
volume = 255
freqmul = .8

[state 200, 1]
type = playsnd
trigger1 = time = 3
value = 1, 4

[state 200, 1]
type = velset
trigger1 = time = 3
x = 6

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -20,20

[state 870, push block]
type = explod
trigger1 = time%2 = 0
id = 4300
pos = var(1),-60
bindtime = 1
removetime = 23
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 870, push block]
type = explod
trigger1 = animelem = 2
trigger2 = animelem = 8
id = 4300
pos = 0,-60
bindtime = 6
anim = 4102
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 870, push block]
type = explod
trigger1 = animelem = 5
id = 4300
pos = 0,-60
bindtime = 6
anim = 4103
sprpriority = -1
ownpal = 1
ignorehitpause = 1

[state 214, 2]
type = hitdef
trigger1 = animelem = 4
trigger2 = animelem = 7
attr = s, sa
damage    = 15,4
ground.type  = low
animtype = hard
hitflag = maf
guardflag = ma
pausetime = 2,2
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-76
hitsound   = s0,5
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.hittime = 28
yaccel = .7
air.velocity = -6,-2
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)+20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0



[state hee]
type = movehitreset
trigger1 = movecontact

[state 200, 1]
type = changestate
trigger1 = time = 50
value = 4301

;---------------------------------------------------------------------------
;guren1
[statedef 4301]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 410542 ;4105

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[state 234, voice]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 234, voice]
type = varrandom
trigger1 = 1
v = 1
range = -20,20

[state 870, push block]
type = explod
trigger1 = time%2 = 0
id = 4301
pos = var(1),-60
bindtime = 1
removetime = 23
anim = 900 + var(0)
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[state 234, voice]
type = statetypeset
trigger1 = animelem = 2
statetype = A

;[state 234, voice]
;type = playsnd
;trigger1 = time = 4
;freqmul = .9
;value = s5,6
;ignorehitpause = 1

[state 234, voice]
type = playsnd
trigger1 = animelem = 2
value = s1,5
channel = 0

[state 870, push block]
type = velset
trigger1 = time = 2
y = -6

[State 105, VelMul]
type = VelMul
trigger1 = time > 10
x = .99

[State 105,VelAdd]
type = Veladd
trigger1 = 1
y = .4

[state 214, 2]
type = hitdef
trigger1 = time = 0
attr = s, sa
damage    = 20,4
animtype  = hard
fall.type = low
ground.type = low
hitflag = maf
guardflag = ma
pausetime = 9,9
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-76
hitsound   = s0,5
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9,-5
air.hittime = 28
yaccel = .7
fall = 1
air.fall = 1
air.velocity = -12,-3
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)+20
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0



[state hee]
type = movehitreset
trigger1 = movecontact

[state 3001, parentvaradd]
type = varadd
trigger1 = movehit
var(9) = 1

[state haha]
type = changestate
trigger1 = pos y >= 0
trigger1 = time > 5
value = 1225
ctrl = 1

;---------------------------------------------------------------------------
;retsuzan
[statedef 3300]
type    = S
movetype= a
physics = N
velset = 0,0
anim = 3300
ctrl = 0

[State 3800, 1]
type = AssertSpecial
trigger1 = 1
flag = NoMusic
;flag2 = NoKOSlow

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


[state haha]
type = superpause
trigger1 = time = 1
time = 39
movetime = 39
darken = 1
pos = 7,-81
anim = 100
sound = s4,1
unhittable = 3
poweradd = -3000

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[state 2000, 4]
type = helper
trigger1 = time = 50
stateno = 3302
id = 3302
name = "Sun Beam"
pos = 0,0
postype = p1
bindtime = 1
ownpal = 1


[state haha]
type = playsnd
trigger1 = time = 2
value = 1,6

[state haha]
type = varset
trigger1 = time = 0
v = 0
value = 0

[state haha]
type = changeanim
trigger1 = var(0) = 1
value = 3301
persistent = 0

[state haha]
type = screenbound
trigger1 = var(0) = 1
value = 0
movecamera = 0,0

[state haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------
;retsuzan
[statedef 3302]
type    = A
movetype= a
physics = N
velset = 0,0
anim = 3302
sprpriority = -3
ctrl = 0



[State 1061, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[state haha]
type = posadd
trigger1 = time = 0
x = p2dist x

[state 214, 2]
type = hitdef
trigger1 = time = 0
attr = S, HP
damage    = 50
animtype  = hard
fall.type = low
ground.type = low
hitflag = maf
guardflag = ;ma
pausetime = 5,5
sparkno = -1
guard.sparkno = 41
sparkxy = -20, 0
hitsound   = s5,7
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = 0,0
p2stateno = 3310
air.hittime = 28
kill = 0

[state 870, push block]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 870, push block]
type = varrandom
trigger1 = 1
v = 2
range = -30,30




[state haha]
type = changestate
trigger1 = movehit
value = 3303

[state haha]
type = destroyself
trigger1 = time = 60
trigger2 = parent,movetype = H

;---------------------------------------------------
;retsuzan
[statedef 3303]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 3303
sprpriority = -3
ctrl = 0

[State 1061, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state hee]
type = playsnd
trigger1 = time = 0
trigger2 = time = 100
trigger2 = time = 150
value = 5,11
channel = 5

[state haha]
type = varset
trigger1 = 1
v = 5
value = p2dist x / 1.1

[state haha]
type = varset
trigger1 = 1
v = 6
value = time

[state haha]
type = targetbind
trigger1 = time < 50
trigger1 = p2dist x != [-2,2]
time = 1
pos = var(5),var(6)/-1

[state haha]
type = parentvarset
trigger1 = time = 0
v = 0
value = 1

[state 4002, super bg]
type = explod
trigger1 = time = 0
anim = 3304
ownpal = 1
id = 3304
bindtime = 200
removetime = 999
pos = 0, 0
sprpriority = 4
persistent = 0



[state 4002, 1]
type = explod
trigger1 = time = 1
anim = 3304
id = 3304
postype = p1
pos = 0,0
sprpriority = -3
ownpal = 1
removetime = 400
bindtime = -1


[state 2000, 4]
type = helper
trigger1 = time = 96
stateno = 3305
id = 3302
name = "Sun laser"
pos = 0,0
postype = p1
bindtime = 1
ownpal = 1


[state hee]
type = playsnd
trigger1 = time%10 = 0
trigger1 = time > 100
trigger1 = time < 222
trigger2 = time = 239
value = 5,14
channel = 6

[state 2000, 4]
type = helper
trigger1 = time%10 = 0
trigger1 = time > 100
trigger1 = time < 222
stateno = 3304
id = 3302
name = "Sun laser"
pos = 0,0
postype = p1
bindtime = 1
ownpal = 1

[state 2000, 4]
type = helper
trigger1 = time = 239
stateno = 3306
id = 3302
name = "Sun laserF"
pos = 0,0
postype = p1
bindtime = 1
ownpal = 1


[state hee]
type = removeexplod
trigger1 = time = 289
ID = 3304

[state hee]
type = destroyself
trigger1 = time = 290
trigger2 = parent,movetype = H
;---------------------------------------------------
;retsuzan
[statedef 3304]
type    = A
movetype= A
physics = N
velset = 0,-30
anim = 3305
sprpriority = 3
ctrl = 0

[State 1061, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state hee]
type = varrandom
trigger1 = 1
v = 0
range = -3,3

[state hee]
type = posadd
trigger1 = time = 1
x = var(0)*15

[state 214, 2]
type = hitdef
trigger1 = time%12 = 0
attr = S, HA
damage    = 20
animtype  = hard
fall.type = low
ground.type = low
hitflag = maf
guardflag = ma
pausetime = 0,5
sparkno = 3
guard.sparkno = 41
sparkxy = 0, p2dist y + (enemynear, const(size.mid.pos.y))
hitsound   = -1
guardsound = s0+var(49),8
animtype = hard
ground.slidetime = 20
ground.hittime  = 100
ground.velocity = 0,0
air.velocity = 0,-6
;p2stateno = 6100
fall = 1
air.fall = 1
fall.recover = 0
;yaccel = .7
air.hittime = 28
kill = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-1
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-1
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state hee]
type = playsnd
trigger1 = movehit
value = 5,15
channel = 5

[state 3001, attackmulset]
type = attackmulset
trigger1 = 1
value = parent, Fvar(0)
ignorehitpause = 1

[state 3001, parentvaradd]
type = parentvaradd
trigger1 = movehit
var(18) = 1
ignorehitpause = 1

[state hee]
type = movehitreset
trigger1 = movecontact

[state hee]
type = destroyself
trigger1 = time = 50

;---------------------------------------------------
;retsuzan
[statedef 3305]
type    = A
movetype= A
physics = N
velset = 0,-30
anim = 3305
sprpriority = 3
ctrl = 0


[State 1061, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[state 3001, attackmulset]
type = attackmulset
trigger1 = 1
value = parent, Fvar(0)
ignorehitpause = 1

[state 214, 2]
type = hitdef
trigger1 = time%12 = 0
attr = S, HA
damage    = 20
animtype  = hard
fall.type = low
ground.type = low
hitflag = maf
guardflag = ma
pausetime = 0,5
sparkno = 3
guard.sparkno = 41
sparkxy = 0, p2dist y + (enemynear, const(size.mid.pos.y))
hitsound   = -1
guardsound = s0+var(49),8
animtype = hard
ground.slidetime = 20
ground.hittime  = 100
ground.velocity = 0,0
air.velocity = 0,-6
;p2stateno = 6100
air.fall = 1
fall = 1
fall.recover = 0
;yaccel = .7
air.hittime = 28
kill = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-1
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-1
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state hee]
type = playsnd
trigger1 = movehit
value = 5,15
channel = 5

[state 3001, parentvaradd]
type = parentvaradd
trigger1 = movehit
var(18) = 1
ignorehitpause = 1

[state hee]
type = movehitreset
trigger1 = movecontact

[state hee]
type = destroyself
trigger1 = time = 50
;--------------------------------------------
;retsuzan
[statedef 3306]
type    = A
movetype= A
physics = N
velset = 0,-30
anim = 3305
ctrl = 0



[State 1061, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state hee]
type = playsnd
trigger1 = time = 8
value = 5,13
channel = 6

[state 3001, attackmulset]
type = attackmulset
trigger1 = 1
value = parent, Fvar(0)
ignorehitpause = 1

[state 214, 2]
type = hitdef
trigger1 = time = 0
attr = S, HP
damage    = 20
animtype  = up
fall.type = hard
ground.type = low
hitflag = maf
guardflag = ma
pausetime = 0,3
sparkno = 3
guard.sparkno = 41
sparkxy = 0, p2dist y + (enemynear, const(size.mid.pos.y)) 
hitsound   = -1
guardsound = s0+var(49),8
air.fall = 1
fall = 1
fall.recover = 0
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = 0,-25
;yaccel = .5
air.hittime = 28
palfx.time = 50
palfx.color = 0
palfx.add = 100,50,-100
palfx.sinadd = 40,20,20,15

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-1
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 1060, 8]
type = explod
trigger1 = movehit
trigger1 = p2movetype = h
anim = 910
id = 910
pos = target,const(size.mid.pos.x),target,const(size.mid.pos.y)-1
postype = p2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 3001, parentvarset]
type = parentvarset
trigger1 = var(8) = 0
trigger1 = roundstate = 3
trigger1 = winko = 1
trigger1 = movehit
;trigger1 = enemynear, loseko = 1
var(8) = 1
ignorehitpause = 1

[state hee]
type = playsnd
trigger1 = movehit
value = 5,15
channel = 5
persistent = 0

[state 3001, attackmulset]
type = attackmulset
trigger1 = 1
value = parent, Fvar(0)
ignorehitpause = 1

[state hee]
type = destroyself
trigger1 = time = 60


;---------------------------------------------------
;retsuzan
[statedef 3310]
type    = A
movetype= H
physics = N
velset = 0,-1
sprpriority = 1
ctrl = 0

[state hee]
type = changeanim2
trigger1 = selfanimexist(5051)
value = 5051

[state hee]
type = changeanim2
trigger1 = !selfanimexist(5051)
value = 3310

[state hee]
type = velset
trigger1 = 1
y = -1

[state hee]
type = selfstate
trigger1 = time = 200
value = 5051


;---------------------------------------------------
;floor
[statedef 9002]
type    = a                   
movetype= a                      
physics = n                
ctrl = 0    
anim = 9002
sprpriority = -8                     

[state 710,6]
type = assertspecial
trigger1 = 1
flag = nobg
flag2 = nofg
                    
[state 710,6]
type = posset
trigger1 = time > 0
x = 0
y = 0

[state 710, 6]
type = Destroyself
trigger1 = parent, movetype != a

;[state 710,6]
;type = posset
;trigger1 = 1
;y = 0
;x = 0

;---------------------------------------------------
;floor
[statedef 9003]
type    = a                   
movetype= a                      
physics = n                
ctrl = 0    
anim = 9005
sprpriority = -8                     

[state 710,6]
type = assertspecial
trigger1 = 1
flag = nobg
flag2 = nofg
                    
[state 710,6]
type = posset
trigger1 = time > 0
x = 0
y = 0

[state 710, 6]
type = Destroyself
trigger1 = parent, movetype != a

;[state 710,6]
;type = posset
;trigger1 = 1
;y = 0
;x = 0




;---------------------------------------------------------------------------
;retsuzan
[statedef 33001]
type    = S
movetype= a
physics = N
velset = 0,0
anim = 3300
ctrl = 0

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


[state haha]
type = superpause
trigger1 = time = 1
time = 39
movetime = 39
darken = 1
pos = 10,-81
anim = 100
sound = s4,1
unhittable = 3
poweradd = -2000

[State 3800, 1]
type = AssertSpecial
trigger1 = 1
flag = NoMusic
;flag2 = NoKOSlow

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[state 2000, 4]
type = helper
trigger1 = time = 50
stateno = 33021
id = 33021
name = "Sun Beam"
pos = 0,0
postype = p1
bindtime = 1
ownpal = 1

[state haha]
type = playsnd
trigger1 = time = 2
value = 1,6

[state haha]
type = varset
trigger1 = time = 0
v = 0
value = 0

[state haha]
type = changeanim
trigger1 = var(0) = 1
value = 330122
persistent = 0

[state haha]
type = screenbound
trigger1 = var(0) = 1
value = 0
movecamera = 0,0

[state haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------
;retsuzan
[statedef 33021]
type    = A
movetype= a
physics = N
velset = 0,0
anim = 3302
sprpriority = -3
ctrl = 0



[State 1061, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state haha]
type = posadd
trigger1 = time = 0
x = p2dist x

[state 214, 2]
type = hitdef
trigger1 = time = 0
attr = S, HP
damage    = 40
animtype  = hard
fall.type = low
ground.type = low
hitflag = maf
guardflag = ;ma
pausetime = 5,5
sparkno = -1
guard.sparkno = 41
sparkxy = -20, 0
hitsound   = s5,7
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = 0,0
p2stateno = 3310
air.hittime = 28
kill = 0

[state 870, push block]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 870, push block]
type = varrandom
trigger1 = 1
v = 2
range = -30,30


[state haha]
type = changestate
trigger1 = movehit
value = 33031

[state haha]
type = destroyself
trigger1 = time = 60
trigger2 = parent,movetype = H

;---------------------------------------------------
;retsuzan
[statedef 33031]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 3303
sprpriority = -3
ctrl = 0

[State 1061, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state hee]
type = playsnd
trigger1 = time = 0
trigger2 = time = 50
trigger2 = time = 100
value = 5,11
channel = 5

[state haha]
type = varset
trigger1 = 1
v = 5
value = p2dist x / 1.1

[state haha]
type = varset
trigger1 = 1
v = 6
value = time

[state haha]
type = targetbind
trigger1 = time < 40
trigger1 = p2dist x != [-2,2]
time = 1
pos = var(5),var(6)/-1

[state haha]
type = parentvarset
trigger1 = time = 0
v = 0
value = 1

[state 4002, super bg]
type = explod
trigger1 = time = 0
anim = 3304
ownpal = 1
id = 3304
bindtime = 200
removetime = 999
pos = 0, 0
sprpriority = 4
persistent = 0

[state 4002, 1]
type = explod
trigger1 = time = 1
anim = 3304
id = 3304
postype = p1
pos = 0,0
sprpriority = -3
ownpal = 1
removetime = 400
bindtime = -1

[state 2000, 4]
type = helper
trigger1 = time = 95
stateno = 3305
id = 33021
name = "Sun laser"
pos = 0,0
postype = p1
bindtime = 1
ownpal = 1

[state hee]
type = playsnd
trigger1 = time%10 = 0
trigger1 = time > 100
trigger1 = time < 190
trigger2 = time = 190
value = 5,14
channel = 6

[state 2000, 4]
type = helper
trigger1 = time%10 = 0
trigger1 = time > 100
trigger1 = time < 190
stateno = 3304
id = 33021
name = "Sun laser"
pos = 0,0
postype = p1
bindtime = 1
ownpal = 1

[state 2000, 4]
type = helper
trigger1 = time = 180
stateno = 3306
id = 33021
name = "Sun laserF"
pos = 0,0
postype = p1
bindtime = 1
ownpal = 1

[state hee]
type = removeexplod
trigger1 = time = 190
ID = 3304

[state hee]
type = destroyself
trigger1 = time = 191
trigger2 = parent,movetype = H


;---------------------------------------------------------------------------
;retsuzan
[statedef 33002]
type    = S
movetype= a
physics = N
velset = 0,0
anim = 3300
ctrl = 0

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


[state haha]
type = superpause
trigger1 = time = 1
time = 39
movetime = 39
darken = 1
pos = 10,-81
anim = 100
sound = s4,1
unhittable = 3
poweradd = -1000

[State 3800, 1]
type = AssertSpecial
trigger1 = 1
flag = NoMusic
;flag2 = NoKOSlow

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[state 2000, 4]
type = helper
trigger1 = time = 50
stateno = 33022
id = 33022
name = "Sun Beam"
pos = 0,0
postype = p1
bindtime = 1
ownpal = 1

[state haha]
type = playsnd
trigger1 = time = 2
value = 1,6

[state haha]
type = varset
trigger1 = time = 0
v = 0
value = 0

[state haha]
type = changeanim
trigger1 = var(0) = 1
value = 330123
persistent = 0

[state haha]
type = screenbound
trigger1 = var(0) = 1
value = 0
movecamera = 0,0

[state haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------
;retsuzan
[statedef 33022]
type    = A
movetype= a
physics = N
velset = 0,0
anim = 3302
sprpriority = -3
ctrl = 0


[State 1061, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state haha]
type = posadd
trigger1 = time = 0
x = p2dist x

[state 214, 2]
type = hitdef
trigger1 = time = 0
attr = S, HP
damage    = 40
animtype  = hard
fall.type = low
ground.type = low
hitflag = maf
guardflag = ;ma
pausetime = 5,5
sparkno = -1
guard.sparkno = 41
sparkxy = -20, 0
hitsound   = s5,7
guardsound = s0+var(49),8
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = 0,0
p2stateno = 3310
air.hittime = 28
kill = 0

[state 870, push block]
type = varrandom
trigger1 = 1
v = 0
range = 0,3

[state 870, push block]
type = varrandom
trigger1 = 1
v = 2
range = -30,30



[state haha]
type = changestate
trigger1 = movehit
value = 33032

[state haha]
type = destroyself
trigger1 = time = 60
trigger2 = parent,movetype = H

;---------------------------------------------------
;retsuzan
[statedef 33032]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 3303
sprpriority = -3
ctrl = 0

[State 1061, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state hee]
type = playsnd
trigger1 = time = 0
trigger2 = time = 50
trigger2 = time = 100
value = 5,11
channel = 5

[state haha]
type = varset
trigger1 = 1
v = 5
value = p2dist x / 1.1

[state haha]
type = varset
trigger1 = 1
v = 6
value = time

[state haha]
type = targetbind
trigger1 = time < 40
trigger1 = p2dist x != [-2,2]
time = 1
pos = var(5),var(6)/-1

[state haha]
type = parentvarset
trigger1 = time = 0
v = 0
value = 1

[state 4002, super bg]
type = explod
trigger1 = time = 0
anim = 3304
ownpal = 1
id = 3304
bindtime = 200
removetime = 999
pos = 0, 0
sprpriority = 4
shadow = 0,0,0
persistent = 0

[state 4002, 1]
type = explod
trigger1 = time = 1
anim = 3304
id = 3304
postype = p1
pos = 0,0
sprpriority = -3
ownpal = 1
shadow = 0,0,0
removetime = 400
bindtime = -1

[state 2000, 4]
type = helper
trigger1 = time = 95
stateno = 3305
id = 33022
name = "Sun laser"
pos = 0,0
shadow = 0,0,0
postype = p1
bindtime = 1
ownpal = 1

[state hee]
type = playsnd
trigger1 = time%10 = 0
trigger1 = time > 100
trigger1 = time < 160
trigger2 = time = 160
value = 5,14
channel = 6

[state 2000, 4]
type = helper
trigger1 = time%10 = 0
trigger1 = time > 100
trigger1 = time < 160
stateno = 3304
id = 33022
name = "Sun laser"
pos = 0,0
postype = p1
bindtime = 1
ownpal = 1

[state 2000, 4]
type = helper
trigger1 = time = 170
stateno = 3306
id = 33022
name = "Sun laserF"
pos = 0,0
postype = p1
shadow = 0,0,0
bindtime = 1
ownpal = 1

[state hee]
type = removeexplod
trigger1 = time = 160
ID = 3304

[state hee]
type = destroyself
trigger1 = time = 161
trigger2 = parent,movetype = H

;marvelous!-----------------------------------------------------------------
;------------------------------------------------------------------------
;---------------------------------------------------------
; custom vs series hit back - shaking
[statedef 6010]
type    = a
movetype= h
physics = n
anim = 5012
velset = 0,0

[state 6000, 1]
type = changestate
trigger1 = hitshakeover
value = 6001

[state 6000, Ffb light]
type = ForcefeeDBack
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[state 6000, Ffb medium]
type = ForcefeeDBack
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[state 6000, Ffb hard]
type = ForcefeeDBack
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------
; custom vs series hit back - Fly back
[statedef 6001]
type    = a
movetype= h
physics = n
anim = 5030
ctrl = 0

[state 6001, 1]
type = hitvelset
trigger1 = time = 0
x = 1
y = 1

[state 6001, 2]
type = veladd
trigger1 = 1
y = gethitvar(yaccel)

[state 6001, 3]
type = changeanim
trigger1 = time = 0
trigger1 = selfanimexist(5035)
trigger1 = anim != [5051,5059]
trigger1 = anim != 5090
value = 5035

[state 6001, 4]
type = changeanim
triggerall = animtime = 0
trigger1 = anim = 5030
trigger2 = anim = 5035
value = 5050

[state 6001, 4]
type = changeanim
trigger1 = anim = 5030 && time = 10
trigger2 = anim = 5035 && time = 10
value = 5050

[state 6001, 5]
type = envshake
trigger1 = (vel y > 0) && (pos y >= 5)
time = 20
freq = 60
ampl = -5
persistent = 0

[state 6001, 6]
type = changestate
trigger1 = backedgedist <= 10
value = 6002

[state 6001, 7]
type = changestate
trigger1 = Frontedgedist <= 10
value = 6003

[state 6001, 8]
type = changestate
trigger1 = (vel y > 0) && (pos y >= 5)
trigger1 = alive
value = 6005

[state 6001, 9]
type = selfstate
trigger1 = (vel y > 0) && (pos y >= 0)
trigger1 = alive = 0
value = 5100

;---------------------------------------------------------
; custom vs series hit back - wall explod trigger (1)
[statedef 6002]
type    = a
movetype= h
physics = n

[state 6002, 1]
type = posfreeze
trigger1 = time = 0
value = 4

[state 6002, 2]
type = varset
trigger1 = time = 0
var(13) = 1

[state 6002, 3]
type = changestate
trigger1 = time = 1
value = 6004

[state 6002, 4]
type = ForcefeeDBack
trigger1 = time = [30,72]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------
; custom vs series hit back - wall explod trigger (2)
[statedef 6003]
type    = a
movetype= h
physics = n

[state 6003, 1]
type = posfreeze
trigger1 = time = 0
value = 4

[state 6003, 2]
type = varset
trigger1 = time = 0
var(13) = 1

[state 6003, 3]
type = changestate
trigger1 = time = 1
value = 6004

[state 6003, 4]
type = ForcefeeDBack
trigger1 = time = [30,72]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------
; custom vs series hit back - Fly back continue
[statedef 6004]
type    = a
movetype= h
physics = n
ctrl = 0

[state 6004, 1]
type = veladd
trigger1 = 1
y = gethitvar(yaccel)

[state 6004, 2]
type = changeanim
triggerall = animtime = 0
trigger1 = anim = 5030
trigger2 = anim = 5035
value = 5050

[state 6004, 3]
type = envshake
trigger1 = (vel y > 0) && (pos y >= 5)
time = 20
freq = 60
ampl = -5
persistent = 0

[state 6004, 4]
type = changestate
trigger1 = (vel y > 0) && (pos y >= 5)
trigger1 = alive
value = 6005

[state 6004, 5]
type = selfstate
trigger1 = (vel y > 0) && (pos y >= 0)
trigger1 = alive = 0
value = 5100

;---------------------------------------------------------
; custom vs series hit back - recover
[statedef 6005]
type    = a
movetype= i
physics = n
anim = 5160

[state 6005, 0]
type = changeanim
trigger1 = time = 6
trigger1 = anim = 5160
value = 5200

[state 6005, 1]
type = posfreeze
trigger1 = time = 0
value = 4

[state 6005, 2]
type = velset
trigger1 = time = 0
y = -6

[state 6005, 3]
type = velset
trigger1 = time = 0
trigger1 = vel x > 0
x = 6

[state 6005, 4]
type = velset
trigger1 = time = 0
trigger1 = vel x < 0
x = -6

[state 6005, 5]
type = veladd
trigger1 = 1
y = const(movement.yaccel)

[state 6005, 6]
type = posset
trigger1 = time = 0
y = 0

[state 6005, 7]
type = nothitby
trigger1 = 1
value = sca
time = 2

[state 6005, 8]
type = selfstate
trigger1 = (vel y > 0) && (pos y >= 0)
value = 52
ctrl = 1

; custom vs series hit Up - shaking
[statedef 6100]
type    = a
movetype= h
physics = n
anim = 5012
velset = 0,0

[state 6100, 1]
type = changestate
trigger1 = hitshakeover
value = 6101

[state 6100, Ffb light]
type = ForcefeeDBack
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[state 6100, Ffb medium]
type = ForcefeeDBack
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[state 6100, Ffb hard]
type = ForcefeeDBack
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------
; custom vs series hit Up - Fly Up
[statedef 6101]
type    = a
movetype= h
physics = n
anim = 5030
ctrl = 0

[state 6101, 1]
type = changeanim
trigger1 = time = 0
trigger1 = (gethitvar(animtype) = [4,5]) && (selfanimexist(5047 + gethitvar(animtype)))
value = 5047 + gethitvar(animtype) ;5051 - 4 + type

[state 6101, 2]
type = hitvelset
trigger1 = time = 0
x = 1
y = 1

[state 6101, 3]
type = veladd
trigger1 = 1
y = gethitvar(yaccel)

[state 6101, 4]
type = changeanim
trigger1 = time = 0
trigger1 = selfanimexist(5035)
trigger1 = anim != [5051,5059] ;not if in hit Up anim
trigger1 = anim != 5090 ;not if hit off ground anim
value = 5035

;[state 6101, 5]
;type = changeanim
;triggerall = animtime = 0
;trigger1 = anim = 5030
;trigger2 = anim = 5035
;value = 5050

[state 6101, 6]
type = changestate
trigger1 = hitover
trigger2 = animtime = 0
trigger3 = vel y > 0
trigger3 = pos y >= 10
trigger4 = time = 0
trigger4 = anim != 5035
value = 6102

;---------------------------------------------------------
; custom vs series hit Up - recover
[statedef 6102]
type    = a
movetype= h
physics = n

[state 6102, 1]
type = changeanim
trigger1 = animtime = 0
trigger1 = anim = 5035
trigger2 = time = 0
trigger2 = anim != 5035
trigger2 = (anim != [5051, 5059]) && (anim != [5061, 5069])
trigger2 = anim != 5090
value = 5050

[state 6102, 3]
type = veladd
trigger1 = 1
y = .42;gethitvar(yaccel)

[state 6102, 4]
type = selfstate
triggerall = alive = 1
trigger1 = (time = 15) || (vel y >= 0)
value = 5040

[state 6102, 4]
type = selfstate
triggerall = alive = 0
trigger1 = (time = 15) || (vel y >= 0)
value = 5050

[state 6102, 5]
type = selfstate
trigger1 = vel y > 0
trigger1 = pos y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100
;-----------------------------------------
[statedef 460]
type    = a
movetype= a
physics = a
ctrl = 1 ;ifelse(var(3)=1,1,0)

[state hee]
type = changeanim
trigger1 = time = 0
value = 460

[state 710,5]
type = screenbound
trigger1 = p2stateno = [715,717]
trigger2 = p2stateno = 328
value = 0
movecamera = 0,0

[state 460, 7]
type = veladd
trigger1 = var(3) = 1
trigger1 = command = "holdback"
trigger1 = vel x > -1.5
x = -.15

[state 460, 8]
type = veladd
trigger1 = var(3) = 1
trigger1 = command = "holdfwd"
trigger1 = vel x < 3
x = .15

[state 460, 9]
type = veladd
trigger1 = var(3) = 1
y = -0.14


[state 460, 1]
type = turn
trigger1 = p2dist x < 0
trigger1 = var(3) = 1
;---------------------------
[statedef 60120]
type    = a
movetype= I
physics = N
ctrl = 0
anim = 9999

[state 250,11]
type = explod
trigger1 = p2stateno = 328
persistent = 0
anim = 6012
pos = -80,-5
postype = p2
sprpriority = 5
velocity = 0, 0
bindtime = 1
ownpal = 1

[state 250,12]
type = explod
trigger1 = p2stateno = 328 && p2movetype = h
persistent = 0
anim = F60
pos = -80,-5
postype = p2
sprpriority = -5
velocity = 0, 0
bindtime = 1
ownpal = 1

[state 250,13]
type = envshake
trigger1 = p2stateno = 328
persistent = 0
time = 15
freq = 70
ampl = -4

[state 250,15]
type = playsnd
trigger1 = p2stateno = 328
persistent = 0
value = 0,11

[state 250,15]
type = destroyself
trigger1 = p2stateno != 328
;-------------------------------------
; ko screen!
[statedef 6000]
type    = a
movetype= i
physics = n
anim = 9999
ctrl = 0
sprpriority = -21

[state 2130, 7]
type = removeexplod
trigger1 = time = 0
id = 9001

[state 2130, 7]
type = playsnd
trigger1 = time = 0
value = s4,0

[state 1211, exclamation]
type = explod
trigger1 = time = 0
anim = 8002
id = 8002
pos = 0,0
postype = back
;acing = ifelse((root, Facing = -1), -1, 1)
sprpriority = -5
bindtime = -1
removetime = 150 
supermovetime = 99999999999999
pausemovetime = -1
ignorehitpause = 1

;[state 1211, exclamation]
;type = explod
;trigger1 = time = 0
;anim = 8002
;id = 8002
;pos = 0,0
;postype = back
;facing = ifelse((root, Facing = 1), 1, -1)
;sprpriority = -3
;bindtime = -1
;removetime = 150
;supermovetime = 99999999999999
;pausemovetime = -1
;ignorehitpause = 1

[state changestate!]
type = Destroyself
trigger1 = time = 5
trigger1 = roundstate = 0

[state changestate!]
type = removeexplod
trigger1 = animtime = 0 || time >= 70;49
trigger1 = roundstate = 0

[state 2030, 0]
type = assertspecial
trigger1 = 1 &&  time <= 69 ;70;49
flag = nofg
flag2 = nobardisplay
ignorehitpause = 1

[state 3000, changing]
type = parentvarset
trigger1 = animtime = 0 || time >= 70;49
v = 21
value = 2

[state 3000, changing]
type = parentvarset
trigger1 = roundstate = 0
v = 2
value = 0

[state changestate!]
type = Destroyself
trigger1 = animtime = 0 || time >= 70;49
trigger1 = roundstate = 0

;---------------------------------------------------------------------------
; ko screen!
[statedef 7000]
type    = a
movetype= i
physics = n
anim = 9999
ctrl = 0
sprpriority = -21

[state 2130, 7]
type = removeexplod
trigger1 = time = 0
id = 9001

[state 2130, 7]
type = playsnd
trigger1 = time = 0
value = s4,0

[state 1211, exclamation]
type = explod
trigger1 = time = 0
anim = 8003
id = 8002
pos = 0,0
postype = back
;acing = ifelse((root, Facing = -1), -1, 1)
sprpriority = -5
bindtime = -1
removetime = 150 
supermovetime = 99999999999999
pausemovetime = -1
ignorehitpause = 1

;[state 1211, exclamation]
;type = explod
;trigger1 = time = 0
;anim = 8002
;id = 8002
;pos = 0,0
;postype = back
;facing = ifelse((root, Facing = 1), 1, -1)
;sprpriority = -3
;bindtime = -1
;removetime = 150
;supermovetime = 99999999999999
;pausemovetime = -1
;ignorehitpause = 1

[state changestate!]
type = Destroyself
trigger1 = time = 5
trigger1 = roundstate = 0

[state changestate!]
type = removeexplod
trigger1 = animtime = 0 || time >= 70;49
trigger1 = roundstate = 0

[state 2030, 0]
type = assertspecial
trigger1 = 1 &&  time <= 69 ;70;49
flag = nofg
flag2 = nobardisplay
ignorehitpause = 1

[state 3000, changing]
type = parentvarset
trigger1 = animtime = 0 || time >= 70;49
v = 21
value = 2

[state 3000, changing]
type = parentvarset
trigger1 = roundstate = 0
v = 2
value = 0

[state changestate!]
type = Destroyself
trigger1 = animtime = 0 || time >= 70;49
trigger1 = roundstate = 0

;back off------------------------------------------------------------
;guard push

[statedef 160]
type    = s
movetype= i
physics = n
poweradd= 0
velset = 10,0
ctrl = 0
anim = 160
sprpriority = 2

[state 160, velmul]
type = velset
trigger1 = time = 0
x = .7

[state 160, velset]
type = velset
trigger1 = time = 10
x = 0

[state 160, width]
type = width
trigger1 = 1
value = 10,0

;change the amount of time you want the player to not be able to get hit
[state 160, nothitby]
type = nothitby
trigger1 = 1
value = sca
time = 1

[state 1010,1]
type = playsnd
trigger1 = time = 2
value = s0,21
volume = 255

[state 160, guard push helper]
type = helper
trigger1 = time = 0
helpertype = normal
name = "guardpush"
postype = p1
pos = -50,0
stateno = 163
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[state 1010,1]
type = explod
trigger1 = time = 2
anim = 6015
pos = 30, -40
postype = p1
removetime = -2
ignorehitpause = 1
bindtime = 1
persistent = 0
sprpriority = 4
ownpal = 1

[state 160, changestate]
type = changestate
trigger1 = time = 20
value = 150
ctrl = 1
;---------------------------------------------------------------------------
[statedef 161]
type    = c
movetype= i
physics = n
poweradd= 0
velset = 10,0
ctrl = 0
anim = 161
sprpriority = 2

[state 161, velmul]
type = velset
trigger1 = time = 0
x = .7

[state 161, velset]
type = velset
trigger1 = time = 10
x = 0

[state 161, width]
type = width
trigger1 = 1
value = 10,0

[state 160, nothitby]
type = nothitby
trigger1 = 1
value = sca
time = 1

[state 161, guard push helper]
type = helper
trigger1 = time = 0
helpertype = normal
name = "guardpush"
postype = p1
pos = -0,0
stateno = 163
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[state 1010,1]
type = explod
trigger1 = time = 2
anim = 6015
pos = 30, -30
postype = p1
removetime = -2
ignorehitpause = 1
bindtime = 1
persistent = 0
sprpriority = 4
ownpal = 1

[state 1010,1]
type = playsnd
trigger1 = time = 2
value = s0,21
volume = 255

[state 161, changestate]
type = changestate
trigger1 = time = 20
value = 155
ctrl = 1
;---------------------------------------------------------------------------
[statedef 162]
type    = a
movetype= i
physics = n
poweradd= 0
velset = 10,0
ctrl = 0
anim = 162
sprpriority = 2

[state 162, velmul]
type = velset
trigger1 = time = 0
x = .7

[state 162, velset]
type = velset
trigger1 = time = 10
x = 0

[state 162, width]
type = width
trigger1 = 1
value = 10,0

[state 160, nothitby]
type = nothitby
trigger1 = 1
value = sca
time = 1

[state 162, guard push helper]
type = helper
trigger1 = time = 0
helpertype = normal
name = "guardpush"
postype = p1
pos = -0,0
stateno = 163
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[state 1010,1]
type = explod
trigger1 = time = 2
anim = 6015
pos = 30, -40
postype = p1
removetime = -2
ignorehitpause = 1
bindtime = 1
persistent = 0
sprpriority = 4
ownpal = 1

[state 1010,1]
type = playsnd
trigger1 = time = 2
value = s0,21
volume = 255

[state 162, changestate]
type = changestate
trigger1 = time = 20
value = 154
ctrl = 1

;---------------------------------------------------------------------------
; guard push (helper)

[statedef 163]
type    = s
movetype= i
physics = n
poweradd= 0
ctrl = 0
anim = 900
sprpriority = -4

[state 163, playerpush]
type = posset
trigger1 = time = 0
y = 100


[state 163, playerpush]
type = playerpush
trigger1 = time >= 0
value = 1

[state 163, velset 1]
type = velset
trigger1 = time = [0,10]
x = 30

[state 163, velset 2]
type = velset
trigger1 = time = [11,13]
x = 20

[state 163, velset 2]
type = velset
trigger1 = time >= 14
x = 10

[state 163, nothitby]
type = nothitby
trigger1 = 1
value = sca
time = 1

[state 163, Destroyself]
type = Destroyself
trigger1 = time >= 18


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

[statedef -2]

[state -2, metal]
type = varset
trigger1 = enemynear, name = "WarMachine"
trigger2 = enemynear, name = "iron-man"
trigger3 = enemynear, name = "sentinel"
trigger4 = enemynear, name = "cyber akuma"
trigger5 = enemynear, name = "mech gouki"
trigger6 = enemynear, name = "dr. Doom"
trigger7 = enemynear, name = "Tron Bonne SXP"
trigger8 = enemynear, name = "Neo Q"
trigger9 = enemynear, name = "Q"
var(49) =10

[state -2, metal]
type = varset
trigger1 = enemynear, name != "WarMachine"
trigger1 = enemynear, name != "iron-man"
trigger1 = enemynear, name != "sentinel"
trigger1 = enemynear, name != "cyber akuma"
trigger1 = enemynear, name != "mech gouki"
trigger1 = enemynear, name != "doctor Doom"
trigger1 = enemynear, name != "Tron Bonne SXP"
trigger1 = enemynear, name != "Neo Q"
trigger1 = enemynear, name != "Q"
var(49) =0 

; get rid of trailing anims when hit
[state -2, 1]
type = removeexplod
trigger1 = movetype != a
id = 9001

[state 250,11]
type = helper
trigger1 = p2stateno = 328
trigger1 = !numhelper(60120)
stateno = 60120
ID = 60120
bindtime = 1
postype = p2
pos = 0,500 

[state 12001]
type = varset
trigger1 = roundstate != 2
v = 10
value = 0

[state 12001]
type = varadd
trigger1 = var(10) > 0
v = 10
value = -1
;----------------
; play "heh" sound when recovering in air or on ground
[state -2, 1]
type = playsnd
triggerall = time = 1
trigger1 = stateno = 5201
trigger2 = stateno = 5210
value = s3,4
channel = 0

; play sound of hopping
[state -2, 1]
type = playsnd
triggerall = time = 1
triggerall = animelem = 1
trigger1 = stateno = 101
trigger2 = stateno = 106
value = s0,27

;---------------------------------------------------------------------------
; combo hitcount
[state -2, 1]
type = varadd
trigger1 = (hitpausetime = 1) && (p2movetype = h) && (movehit)
;trigger3 = (stateno = 801) && (time = 0)
;trigger4 = (stateno = 811) && (time = 0)
v = 18
value = 1
ignorehitpause = 1

[state -2, 1]
type = varset
trigger1 = p2movetype != h
v = 18
value = 0

[state -2]
type = varset
trigger1 = var(18) = 0
fvar(0) = 1; + (.25 * (var(41) > 0))
ignorehitpause = 1

[state -2]
type = attackmulset
trigger1 = 1
value = fvar(0)
ignorehitpause = 1

[state -2]
type = varset
trigger1 = var(18) > 0
trigger1 = var(18) <= 4
fvar(0) = .80; + (.25 * (var(41) > 0))
ignorehitpause = 1
[state -2]
type = varset
trigger1 = var(18) > 4
trigger1 = var(18) <= 11
fvar(0) = .60; + (.25 * (var(41) > 0))
ignorehitpause = 1
[state -2]
type = varset
trigger1 = var(18) > 11
trigger1 = var(18) <= 19
fvar(0) = .45; + (.25 * (var(41) > 0))
ignorehitpause = 1
[state -2]
type = varset
trigger1 = var(18) > 19
trigger1 = var(18) <= 26
fvar(0) = .3; + (.25 * (var(41) > 0))
ignorehitpause = 1
[state -2]
type = varset
trigger1 = var(18) > 26
trigger1 = var(18) <= 1000
fvar(0) = .2; + (.25 * (var(41) > 0))
ignorehitpause = 1


; get rid of trailing anims when hit
[state -2, 1]
type = afterimagetime
trigger1 = movetype != a
trigger2 = stateno = 2002
trigger3 = stateno = 100
trigger3 = stateno = 0
time = 1
ignorehitpause = 1

[state -2, hurt sound randomizer]
type = varrandom
trigger1 = 1
v = 7
range = 0,1

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






[state 5100,2]
type = explod
trigger1 = numexplod(6012) = 0
trigger1 = enemynear, stateno = 9040
anim = 6012
ID = 6012
pos = -80,-15
postype = p2
sprpriority = 5
bindtime = 1
ownpal = 1
shadow = -1

[state 5100,2]
type = explod
trigger1 = numexplod(6013) = 0
trigger1 = enemynear, stateno = 9040
anim = 6013
ID = 6013
pos = -80,-15
postype = p2
sprpriority = -4
bindtime = 1
ownpal = 1
shadow = -1

[state 5100,2]
type = playsnd
trigger1 = enemynear, stateno = 9040
value = 0,32

[state 200, 3]
type = varset
triggerall = var(42)
triggerall = numenemy
trigger1 = enemy,movetype = h
trigger1 = enemy,backedgedist < 5
trigger1 = enemy,statetype = a
trigger1 = enemy,vel x < 0
v = 42
value = 0

[state -3, 2];combo hosei
type = varset
trigger1 = 1
v = 24
value = var(23)

[state -3, 2];combo hosei
type = varset
trigger1 = 1
v = 23
value = hitcount

;***************
[state -3, 2];combo
type = varset
trigger1 = var(23)>var(24)
v = 42
value = 1




;-----Hit Sounds-----
[State -3, Hit1]
type = PlaySnd
triggerall = random < 300
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [0,50]
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
value = 2, 0
lowpriority = 1

[State -3, Hit2]
type = PlaySnd
triggerall = random < 300
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [50,100]
trigger1 = stateno = 5020
trigger2 = stateno = 5030
trigger3 = stateno = 5050
trigger4 = stateno = 5070
trigger5 = stateno = 5080
value = 2, 0
lowpriority = 1


======================
[Statedef -3]

[state 501, 4]
type = targetstate
triggerall = numtarget
triggerall = p2movetype = h
triggerall = movehit
;triggerall = target,hitfall = 0
triggerall = hitpausetime = 1
trigger1 = p2stateno = 5000
value = 9000
ignorehitpause = 1

[state 501, 4]
type = targetstate
triggerall = numtarget
triggerall = p2movetype = h
triggerall = movehit
;triggerall = target,hitfall = 0
triggerall = hitpausetime = 1
trigger1 = p2stateno = 5010
value = 9010
ignorehitpause = 1

[state 501, 4]
type = targetstate
triggerall = numtarget
triggerall = p2movetype = h
triggerall = movehit
triggerall = target,hitfall = 0
triggerall = hitpausetime = 1
trigger1 = p2stateno = 5020
value = 9020
ignorehitpause = 1

[state -3, 2]
type = targetstate
trigger1 = p2movetype = h
trigger1 = p2stateno = 5080
trigger1 = p2statetype = l
trigger1 = hitpausetime = 1
trigger1 = movehit
value = 9080
ignorehitpause = 1