; Dee Jay's States
;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 0]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 170, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5000, 4
channel = 0

[State 170, 2] ; Dropped left instrument
type = Projectile
trigger1 = AnimElem = 4
projanim = 171
projhitanim = 173
projshadow = -1
offset = 20, -70
velocity = 0, 2
accel = 0, .2

[State 170, 2] ; Dropped right instrument
type = Projectile
trigger1 = AnimElem = 4
projanim = 172
projhitanim = 174
projshadow = -1
offset = 40, -70
velocity = 0, 2
accel = 0, .2

;---------------------------------------------------------------------------
; Win - Whistle
[Statedef 180]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 180, 0]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,15

[State 180, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 180, 2]
type = PlaySnd
trigger1 = Var(0) = [0,2]
trigger1 = AnimElem = 2
value = 10, 15
channel = 0

[State 180, 2]
type = PlaySnd
trigger1 = Var(0) = [3,5]
trigger1 = AnimElem = 2
value = 10, 16
channel = 0

[State 180, 3]
type = ChangeState
triggerall = Var(0) = [6,10]
trigger1 = Time = 0
value = 181

[State 180, 3]
type = ChangeState
triggerall = Var(0) = [11,16]
trigger1 = Time = 0
value = 182

[State 180, 4]
type = AssertSpecial
trigger1 = time < 200
flag = RoundNotOver

;---------------------------------------------------------------------------
; Win - Complex Dance
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

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

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 23
trigger6 = AnimElem = 27
trigger7 = AnimElem = 32
trigger8 = AnimElem = 36
trigger9 = AnimElem = 43
trigger10 = AnimElem = 47
trigger11 = AnimElem = 52
trigger12 = AnimElem = 56
trigger13 = AnimElem = 64
trigger14 = AnimElem = 68
trigger15 = AnimElem = 73
trigger16 = AnimElem = 77
value = 5, 1
channel = 1

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 19
trigger2 = AnimElem = 40
trigger3 = AnimElem = 60
value = 10, 9
channel = 0

[State 181, 3]
type = AssertSpecial
trigger1 = time < 400
flag = RoundNotOver

;---------------------------------------------------------------------------
; Win - Simple Dance
[Statedef 182]
type = S
ctrl = 0
anim = 195
velset = 0,0

[State 182, 0]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 182, 1]
type = PlaySnd
trigger1 = Var(0) = [11,12]
trigger1 = Time = 0
value = 10, 17
channel = 0

[State 182, 1]
type = PlaySnd
trigger1 = Var(0) = [13,14]
trigger1 = Time = 0
value = 10, 18
channel = 0

[State 182, 1]
type = PlaySnd
trigger1 = Var(0) = [15,16]
trigger1 = Time = 0
value = 10, 19
channel = 0

[State 182, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
value = 5, 1
channel = 1

[State 182, 3]
type = AssertSpecial
trigger1 = time < 200
flag = RoundNotOver

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

[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 3]
type = ChangeAnim
trigger1 = Anim = 190
trigger1 = AnimTime = 0
value = 5120

[State 190, 4]
type = PlaySnd
trigger1 = Anim = 5120
trigger1 = AnimElem = 1
value = 10, 0
channel = 0

[State 190, 5] ;Change to stand state
type = ChangeState
trigger1 = Anim = 5120
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Taunt
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 6
channel = 0

[State 195, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
value = 5, 1
channel = 1

[State 195, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
velset = 0,0

[State 200, 0] ;Far
type = ChangeAnim
triggerall = Time = 0
trigger1 = P2BodyDist X >= 20
value = 200

[State 200, 0] ;Close
type = ChangeAnim
triggerall = Time = 0
trigger1 = P2BodyDist X < 20
value = 201

[State 200, 1]
type = Width
trigger1 = Time >= 0
trigger1 = Time <= 10
value = 5,0

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

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 1
channel = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = 0, -80
hitsound = S2,1
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4,0
airguard.velocity = -2,-1
air.type = High
air.velocity = -2,-2
air.hittime = 10

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210

[State 210, 0]
type = Width
trigger1 = Time > 0
trigger1 = Time < 15
value = 20,0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = 0, -70
hitsound = S2,2
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -6,0
airguard.velocity = -4,-1
air.type = High
air.velocity = -3,-2
air.hittime = 10

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Punch
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0

[State 200, 0] ;Far
type = ChangeAnim
triggerall = Time = 0
trigger1 = P2BodyDist X >= 20
value = 220

[State 200, 0] ;Close
type = ChangeAnim
triggerall = Time = 0
trigger1 = P2BodyDist X < 20
value = 221

[State 220, 0]
type = Width
trigger1 = Anim = 220
trigger1 = Time > 0
trigger1 = Time < 5
value = 20,0

[State 220, 0]
type = Width
trigger1 = Anim = 220
trigger1 = Time > 4
trigger1 = Time < 20
value = 30,0

[State 220, 1]
type = PlaySnd
trigger1 = Anim = 220
trigger1 = AnimElem = 3
trigger2 = Anim = 221
trigger2 = AnimElem = 2
trigger3 = Anim = 221
trigger3 = AnimElem = 4
value = 1, 3

[State 220, 1]
type = PlaySnd
trigger1 = Anim = 220
trigger1 = AnimElem = 3
value = 10, 2
channel = 0

[State 220, 1]
type = PlaySnd
trigger1 = Anim = 221
trigger1 = AnimElem = 4
value = 10, 3
channel = 0

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = Anim = 221
trigger2 = AnimElem = 5
attr = S, NA
damage = 60, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -80
hitsound = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8,0
airguard.velocity = -6,-1
air.type = High
air.velocity = -4,-2
air.hittime = 10

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0

[State 230, 0] ;Far
type = ChangeAnim
triggerall = Time = 0
trigger1 = P2BodyDist X >= 20
value = 230

[State 230, 0] ;Close
type = ChangeAnim
triggerall = Time = 0
trigger1 = P2BodyDist X < 20
value = 231

[State 230, 0]
type = Width
trigger1 = Time > 0
trigger1 = Time < 15
value = 10,0

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

[State 230, 2]
type = HitDef
trigger1 = Anim = 230
trigger1 = AnimElem = 3
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = 0, -40
hitsound = S2,4
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4,0
airguard.velocity = -2,-1
air.type = Low
air.velocity = -2,-2
air.hittime = 10

[State 230, 2]
type = HitDef
trigger1 = Anim = 231
trigger1 = AnimElem = 3
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = 0, -50
hitsound = S2,4
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4,0
airguard.velocity = -2,-1
air.type = Low
air.velocity = -2,-2
air.hittime = 10

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0

[State 240, 0] ;Far
type = ChangeAnim
triggerall = Time = 0
trigger1 = P2BodyDist X >= 20
value = 240

[State 240, 0] ;Close
type = ChangeAnim
triggerall = Time = 0
trigger1 = P2BodyDist X < 20
value = 241

[State 240, 0]
type = Width
trigger1 = Time > 0
trigger1 = Time < 20
value = 10,0

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 2

[State 240, 2]
type = HitDef
trigger1 = Anim = 240
trigger1 = AnimElem = 3
attr = S, NA
damage = 40, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = 0, -40
hitsound = S2,5
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -6,0
airguard.velocity = -4,-1
air.type = Low
air.velocity = -3,-2
air.hittime = 10

[State 240, 2]
type = HitDef
trigger1 = Anim = 240
trigger1 = AnimElem = 4
trigger2 = Anim = 241
trigger2 = AnimElem = 2
attr = S, NA
damage = 40, 0
animtype = Medium
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = 0, -60
hitsound = S2,5
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -6,0
airguard.velocity = -4,-1
air.type = High
air.velocity = -3,-2
air.hittime = 10

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Kick
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0

[State 250, 0] ;Far
type = ChangeAnim
triggerall = Time = 0
trigger1 = P2BodyDist X >= 20
value = 250

[State 250, 0] ;Close
type = ChangeAnim
triggerall = Time = 0
trigger1 = P2BodyDist X < 20
value = 251

[State 250, 1]
type = Width
trigger1 = Anim = 250
trigger1 = Time > 0
trigger1 = Time < 20
value = 30,0

[State 250, 1]
type = PlaySnd
trigger1 = Anim = 250
trigger1 = AnimElem = 3
trigger2 = Anim = 251
trigger2 = AnimElem = 2
value = 1, 3

[State 250, 1]
type = PlaySnd
trigger1 = Anim = 250
trigger1 = AnimElem = 3
value = 10, 2
channel = 0

[State 250, 1]
type = PlaySnd
trigger1 = Anim = 251
trigger1 = AnimElem = 2
value = 10, 4
channel = 0

[State 250, 2]
type = HitDef
trigger1 = Anim = 250
trigger1 = AnimElem = 3
trigger2 = Anim = 251
trigger2 = AnimElem = 3
trigger2 = !MoveContact
attr = S, NA
damage = 60, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -70
hitsound = S2,6
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8,0
airguard.velocity = -6,-1
air.type = High
air.velocity = -4,-2
air.hittime = 10

[State 250, 2]
type = HitDef
trigger1 = Anim = 251
trigger1 = AnimElem = 2
attr = S, NA
damage = 60, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -50
hitsound = S2,6
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8,0
airguard.velocity = -6,-1
air.type = Low
air.velocity = -4,-2
air.hittime = 10

[State 250, 2]
type = HitDef
trigger1 = Anim = 251
trigger1 = AnimElem = 4
trigger1 = !MoveHit
attr = S, NA
damage = 60, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -90
hitsound = S2,6
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8,0
airguard.velocity = -6,-1
air.type = High
air.velocity = -4,-2
air.hittime = 10

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 400

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

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 1
channel = 0

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 20, 0
animtype = Light
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = 0, -30
hitsound = S2,1
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4,0
airguard.velocity = -2,-1
air.type = Low
air.velocity = -2,-2
air.hittime = 10

[State 400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 410

[State 410, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 410, 2]
type = Width
trigger1 = Time > 0
trigger1 = Time < 15
value = 20,0

[State 410, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 40, 0
animtype = Medium
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = 0, -30
hitsound = S2,2
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -6,0
airguard.velocity = -4,-1
air.type = Low
air.velocity = -3,-2
air.hittime = 10

[State 410, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 420

[State 420, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 420, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 5
channel = 0

[State 420, 2]
type = Width
trigger1 = Time > 5
trigger1 = Time < 10
value = 20,0

[State 420, 2]
type = Width
trigger1 = Time > 9
trigger1 = Time < 18
value = 30,0

[State 420, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = 60, 0
animtype = Heavy
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -50
hitsound = S2,3
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8,0
airguard.velocity = -6,-1
air.type = Low
air.velocity = -4,-2
air.hittime = 10

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Kick
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 430

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

[State 430, 2]
type = Width
trigger1 = Time < 15
value = 20,0

[State 430, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 20, 0
animtype = Light
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = 0, -30
hitsound = S2,4
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4,0
airguard.velocity = -2,-1
air.type = Low
air.velocity = -2,-2
air.hittime = 10

[State 430, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Kick
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 440

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

[State 440, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 440, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 40, 0
animtype = Medium
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = 0, -20
hitsound = S2,5
guardsound = S2,0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -2,-4
airguard.velocity = -2,-2
air.type = Trip
air.velocity = -2,-4
air.hittime = 10
air.fall = 1
fall = 1

[State 440, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch Strong Kick
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
velset = 8,0
ctrl = 0
anim = 450

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

[State 450, 2]
type = MakeDust
trigger1 = Time > 2
trigger1 = Time < 20
trigger1 = TimeMod = 4,0
pos = 0,0
spacing = 1

[State 450, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 450, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 60, 0
animtype = Heavy
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -20
hitsound = S2,6
guardsound = S2,0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -4,-4
airguard.velocity = -4,-2
air.type = Trip
air.velocity = -4,-4
air.hittime = 10
air.fall = 1
fall = 1

[State 450, 4]
type = HitDef
trigger1 = !MoveContact
trigger1 = AnimElem = 4
attr = C, NA
damage = 60, 0
animtype = Heavy
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -40
hitsound = S2,6
guardsound = S2,0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -4,-4
airguard.velocity = -4,-2
air.type = Trip
air.velocity = -4,-4
air.hittime = 10
air.fall = 1
fall = 1

[State 450, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600

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

[State 600, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 20, 0
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = 0, -60
hitsound = S2,1
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4,0
airguard.velocity = -2,-1
air.type = High
air.velocity = -2,-2
air.hittime = 10

[State 600, 5]
type = CtrlSet
trigger1 = Time = 50
value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610

[State 610, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 610, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 40, 0
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = 0, -80
hitsound = S2,2
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -6,0
airguard.velocity = -4,-1
air.type = High
air.velocity = -3,-2
air.hittime = 10

[State 610, 5]
type = CtrlSet
trigger1 = Time = 50
value = 1

;---------------------------------------------------------------------------
; Jump Strong Punch
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 620

[State 620, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2

[State 620, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 60, 0
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -60
hitsound = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8,0
airguard.velocity = -6,-1
air.type = High
air.velocity = -4,-2
air.hittime = 10

[State 620, 5]
type = CtrlSet
trigger1 = Time = 50
value = 1

;---------------------------------------------------------------------------
; Jump Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0

[State 630, Anim]
type = ChangeAnim
triggerall = command != "holddown"
trigger1 = Time = 0
value = 630

[State 630, Anim]
type = ChangeAnim
triggerall = command = "holddown"
trigger1 = Time = 0
value = 631

[State 630, 1]
type = PlaySnd
trigger1 = Anim = 630
trigger1 = AnimElem = 2
value = 1, 1

[State 630, 1]
type = PlaySnd
trigger1 = Anim = 631
trigger1 = AnimElem = 2
value = 10, 1
channel = 0

[State 630, 2]
type = HitDef
trigger1 = Anim = 630
trigger1 = AnimElem = 2
attr = A, NA
damage = 20, 0
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = 0, -80
hitsound = S2,4
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4,0
airguard.velocity = -2,-1
air.type = High
air.velocity = -2,-2
air.hittime = 10

[State 630, 2]
type = HitDef
trigger1 = Anim = 631
trigger1 = AnimElem = 2
attr = A, NA
damage = 20, 0
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = 0, -50
hitsound = S2,4
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4,0
airguard.velocity = -2,-1
air.type = High
air.velocity = -2,-2
air.hittime = 10

[State 630, 5]
type = CtrlSet
trigger1 = Time = 50
value = 1

;---------------------------------------------------------------------------
; Jump Medium Kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640

[State 640, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2

[State 640, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 40, 0
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = 0, -60
hitsound = S2,5
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -6,0
airguard.velocity = -4,-1
air.type = High
air.velocity = -3,-2
air.hittime = 10

[State 640, 5]
type = CtrlSet
trigger1 = Time = 50
value = 1

;---------------------------------------------------------------------------
; Jump Strong Kick
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 650

[State 650, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 650, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 60, 0
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -60
hitsound = S2,6
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8,0
airguard.velocity = -6,-1
air.type = High
air.velocity = -4,-2
air.hittime = 10

[State 650, 5]
type = CtrlSet
trigger1 = Time = 50
value = 1

;---------------------------------------------------------------------------
; Overhead Throw - Attempt
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 20
channel = 0

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.velocity = 4,-4
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 801
p2stateno = 805
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Overhead Throw
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801

[State 800, 0]
type = Width
trigger1 = Time < 40
edge = 20,20

[State 800, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 800, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 3
channel = 0

[State 800, Bind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 30, -100

[State 800, Bind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 20, -100

[State 800, Bind]
type = TargetBind
trigger1 = AnimElem = 3
pos = -20, -90

[State 800, Bind]
type = TargetBind
trigger1 = AnimElem = 4
pos = -50, -90

[State 800, Bind]
type = TargetBind
trigger1 = AnimElem = 5
pos = -80, -50

[State 800, 9]
type = Turn
Trigger1 = AnimTime = 0

[State 800, 10]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kick Throw - Attempt
[Statedef 810]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 20
channel = 0

[State 810, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.velocity = 4,-4
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 802
p2stateno = 806
fall = 1

[State 810, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kick Throw
[Statedef 802]
type    = S
movetype= A
physics = N
anim = 802

[State 802, 0]
type = Width
trigger1 = Time < 40
edge = 30,30

[State 802, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 802, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 3
channel = 0

[State 802, Bind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, -50

[State 802, Bind]
type = TargetBind
trigger1 = AnimElem = 4
pos = -10, -70

[State 802, Bind]
type = TargetBind
trigger1 = AnimElem = 5
pos = -80, -60

[State 802, 9]
type = Turn
Trigger1 = AnimTime = 0

[State 802, 10]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

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