; Dee Jay's Specal States
;---------------------------------------------------------------------------
; JackKnife Maximum Counter - Start
[Statedef 950]
type    = S
movetype= A
physics = S
anim = 950
ctrl = 0
velset = 0,0

[State 950, 0]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP
time = 20

[State 950, 1]
type = Pause
trigger1 = Anim = 950
trigger1 = AnimElem = 2
movetime = 20
time = 20

[State 950, 1]
type = PowerAdd
trigger1 = Time = 1
value = -1000

[State 950, 2]
type = PlaySnd
trigger1 = Anim = 950
trigger1 = AnimElem = 2
value = 4, 1

[State 950, 3]
type = EnvColor
trigger1 = Anim = 950
trigger1 = AnimElem = 2
value = 250,250,250 
time = 1

[State 950, 4]
type = Explod
trigger1 = Anim = 950
trigger1 = AnimElem = 2
anim = 960	;Counter Spark
pos = 0,0
postype = p1
bindtime = -1
persistent = 0
pausemovetime = -1
ownpal = 1

[State 950, 5]
type = ChangeAnim
trigger1 = Anim = 950
trigger1 = AnimTime = 0
value = 1300

[State 950, 5]
type = ChangeState
trigger1 = Anim = 1300
trigger1 = AnimElem = 4
value = 951

;---------------------------------------------------------------------------
; JackKnife Maximum Counter - Air
[Statedef 951]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0
velset = 4,-8

[State 951, 1]
type = VelAdd
trigger1 = 1
y = .4

[State 951, 2]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
value = 1, 3

[State 951, 2]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
value = 10, 2
channel = 0

[State 951, 3]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
attr = A, SA
damage = 50, 0
animtype = Up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 5
sparkno = 3
sparkxy = 0, -80
hitsound = S2,6
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -3,-6
airguard.velocity = -3,-3
air.type = High
air.velocity = -3,-6
air.hittime = 10
air.fall = 1
fall = 1

[State 950, 5]
type = ChangeState
trigger1 = Anim = 1300
trigger1 = AnimElem = 7,1
value = 952

; Counter Hit Spin
[Statedef 952]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0

[State 952, 1]
type = VelAdd
trigger1 = 1
y = .4

[State 952, 2]
type = PlaySnd
trigger1 = AnimElem = 11
value = 1, 3

[State 952, 2]
type = PlaySnd
trigger1 = AnimElem = 11
value = 10, 2
channel = 0

[State 952, 3]
type = HitDef
trigger1 = AnimElem = 11
attr = A, SA
damage = 100, 0
animtype = Heavy
hitflag = MAF
priority = 3, Hit
pausetime = 6, 5
sparkno = 3
sparkxy = 0, -80
hitsound = S2,6
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5,-6
air.type = High
air.velocity = -5,-6
air.hittime = 12
fall = 1
air.fall = 1
p2stateno = 970

[State 952, 4]
type = Explod
trigger1 = AnimElem = 11,1
trigger1 = HitShakeOver
trigger1 = MoveHit
anim = 970	;Spin Spark
id = 970
pos = 0,0
ontop = 1
postype = p2
bindtime = -1
persistent = 0
removetime = 40
ownpal = 1

[State 952, 4]
type = ChangeAnim
trigger1 = AnimElem = 6
value = 1302

[State 952, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 1330

;---------------------------------------------------------------------------
; Light Air Slasher
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 220
ctrl = 0
velset = 0,0

[State 1000, 0]
type = Width
trigger1 = Time > 0
trigger1 = Time < 5
value = 20,0

[State 1000, 0]
type = Width
trigger1 = Time > 4
trigger1 = Time < 20
value = 30,0

[State 1000, 1]
type = Explod
trigger1 = AnimElem = 1
anim = 1005	;Slasher Spark
id = 1005
pos = 0,0
postype = p1
bindtime = -1
persistent = 0
sprpriority = 2

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 0
channel = 1

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 7
channel = 0

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1000
projhitanim = 1010
projshadow = -1
offset = 100, -70
velocity = 3, 0
accel = 0, 0
projhits = 1
projmisstime = 0
; HitDef
attr = S, SP
damage    = 50,10
animtype  = Hard
getpower  = 10
givepower = 20
guardflag = M
pausetime = 3,6
sparkno = 2
sparkxy = 0, 0
hitsound   = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5 
airguard.velocity = -5   
air.type = Low
air.velocity = -5,-1
air.juggle = 1
air.fall = 1

[State 1000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Medium Air Slasher
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 220
ctrl = 0
velset = 0,0

[State 1010, 0]
type = Width
trigger1 = Time > 0
trigger1 = Time < 5
value = 20,0

[State 1010, 0]
type = Width
trigger1 = Time > 4
trigger1 = Time < 20
value = 30,0

[State 1010, 1]
type = Explod
trigger1 = AnimElem = 1
anim = 1005	;Slasher Spark
id = 1005
pos = 0,0
postype = p1
bindtime = -1
persistent = 0
sprpriority = 2

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 0
channel = 1

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 7
channel = 0

[State 1010, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1000
projhitanim = 1010
projshadow = -1
offset = 100, -70
velocity = 4, 0
accel = 0, 0
projhits = 1
projmisstime = 0
; HitDef
attr = S, SP
damage    = 50,10
animtype  = Hard
getpower  = 10
givepower = 20
guardflag = M
pausetime = 3,6
sparkno = 2
sparkxy = 0, 0
hitsound   = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5 
airguard.velocity = -5   
air.type = Low
air.velocity = -5,-1
air.juggle = 1
air.fall = 1

[State 1010, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hard Air Slasher
[Statedef 1020]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 220
ctrl = 0
velset = 0,0

[State 1020, 0]
type = Width
trigger1 = Time > 0
trigger1 = Time < 5
value = 20,0

[State 1020, 0]
type = Width
trigger1 = Time > 4
trigger1 = Time < 20
value = 30,0

[State 1020, 1]
type = Explod
trigger1 = AnimElem = 1
anim = 1005	;Slasher Spark
id = 1005
pos = 0,0
postype = p1
bindtime = -1
persistent = 0
sprpriority = 2

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 0
channel = 1

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 7
channel = 0

[State 1020, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1000
projhitanim = 1010
projshadow = -1
offset = 100, -70
velocity = 5, 0
accel = 0, 0
projhits = 1
projmisstime = 0
; HitDef
attr = S, SP
damage    = 50,10
animtype  = Hard
getpower  = 10
givepower = 20
guardflag = M
pausetime = 3,6
sparkno = 2
sparkxy = 0, 0
hitsound   = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5 
airguard.velocity = -5   
air.type = Low
air.velocity = -5,-1
air.juggle = 1
air.fall = 1

[State 1020, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Machine Gun Uppercut - Light
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 1100
ctrl = 0
velset = 0,0

[State 1100, 0]
type = Width
trigger1 = Time > 0
value = 20,0

[State 1100, 0]
type = VarSet
trigger1 = Time = 60
v = 0
value = 1

[State 1100, 0]
type = VarAdd
triggerall = Time > 0
trigger1 = TimeMod = 2,0
v = 0
value = -1

[State 1100, 0]
type = VarSet
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
v = 0
value = 5

[State 1100, 1]
type = PlaySnd
trigger1 = Anim = 1100
trigger1 = AnimElem = 3
trigger2 = Anim = 1102
trigger2 = AnimElem = 2
trigger3 = Anim = 1104
trigger3 = AnimElem = 2
value = 10, 8
channel = 0

[State 1100, 2]
type = ChangeAnim
trigger1 = Time = 20
value = 1102

[State 1100, 2]
type = ChangeAnim
trigger1 = Time = 40
value = 1104

[State 1100, 3]
type = HitDef
trigger1 = Anim = 1100
trigger1 = TimeMod = 6,0
attr = S, SA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 0, 5
sparkno = 2
sparkxy = 0, -50
hitsound = S2,3
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 10

[State 1100, 3]
type = HitDef
trigger1 = Anim = 1102
trigger1 = TimeMod = 6,0
attr = S, SA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 0, 5
sparkno = 2
sparkxy = 0, -70
hitsound = S2,3
guardsound = S2,0
ground.type = Hgh
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,-1
air.hittime = 10

[State 1100, 3]
type = HitDef
trigger1 = Anim = 1104
trigger1 = TimeMod = 6,0
attr = S, SA
damage = 20, 0
animtype = Medium
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 0, 5
sparkno = 2
sparkxy = 0, -80
hitsound = S2,3
guardsound = S2,0
ground.type = Hgh
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,-1
air.hittime = 10

[State 1100, 5]
type = ChangeState
trigger1 = Var(0) = 0
trigger2 = Time = 60
value = 1103

;---------------------------------------------------------------------------
; Machine Gun Uppercut - Medium
[Statedef 1101]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 1100
ctrl = 0
velset = 0,0

[State 1101, 0]
type = Width
trigger1 = Time > 0
value = 20,0

[State 1101, 0]
type = VarSet
trigger1 = Time = 90
v = 0
value = 1

[State 1101, 0]
type = VarAdd
triggerall = Time > 0
trigger1 = TimeMod = 2,0
v = 0
value = -1

[State 1101, 0]
type = VarSet
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
v = 0
value = 5

[State 1101, 1]
type = PlaySnd
trigger1 = Anim = 1100
trigger1 = AnimElem = 3
trigger2 = Anim = 1102
trigger2 = AnimElem = 2
trigger3 = Anim = 1104
trigger3 = AnimElem = 2
value = 10, 8
channel = 0

[State 1101, 2]
type = ChangeAnim
trigger1 = Time = 30
value = 1102

[State 1101, 2]
type = ChangeAnim
trigger1 = Time = 60
value = 1104

[State 1101, 3]
type = HitDef
trigger1 = Anim = 1100
trigger1 = TimeMod = 8,0
attr = S, SA
damage = 15, 0
animtype = Light
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 0, 5
sparkno = 2
sparkxy = 0, -50
hitsound = S2,3
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 10

[State 1101, 3]
type = HitDef
trigger1 = Anim = 1102
trigger1 = TimeMod = 8,0
attr = S, SA
damage = 15, 0
animtype = Light
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 0, 5
sparkno = 2
sparkxy = 0, -70
hitsound = S2,3
guardsound = S2,0
ground.type = Hgh
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,-1
air.hittime = 10

[State 1101, 3]
type = HitDef
trigger1 = Anim = 1104
trigger1 = TimeMod = 8,0
attr = S, SA
damage = 15, 0
animtype = Medium
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 0, 5
sparkno = 2
sparkxy = 0, -80
hitsound = S2,3
guardsound = S2,0
ground.type = Hgh
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,-1
air.hittime = 10

[State 1101, 5]
type = ChangeState
trigger1 = Var(0) = 0
trigger2 = Time = 90
value = 1103

;---------------------------------------------------------------------------
; Machine Gun Uppercut - Strong
[Statedef 1102]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 1100
ctrl = 0
velset = 0,0

[State 1102, 0]
type = Width
trigger1 = Time > 0
value = 20,0

[State 1102, 0]
type = VarSet
trigger1 = Time = 120
v = 0
value = 1

[State 1102, 0]
type = VarAdd
triggerall = Time > 0
trigger1 = TimeMod = 2,0
v = 0
value = -1

[State 1102, 0]
type = VarSet
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
v = 0
value = 5

[State 1102, 1]
type = PlaySnd
trigger1 = Anim = 1100
trigger1 = AnimElem = 3
trigger2 = Anim = 1102
trigger2 = AnimElem = 2
trigger3 = Anim = 1104
trigger3 = AnimElem = 2
value = 10, 8
channel = 0

[State 1102, 2]
type = ChangeAnim
trigger1 = Time = 40
value = 1102

[State 1102, 2]
type = ChangeAnim
trigger1 = Time = 80
value = 1104

[State 1102, 3]
type = HitDef
trigger1 = Anim = 1100
trigger1 = TimeMod = 10,0
attr = S, SA
damage = 10, 0
animtype = Light
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 0, 5
sparkno = 2
sparkxy = 0, -50
hitsound = S2,3
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 10

[State 1102, 3]
type = HitDef
trigger1 = Anim = 1102
trigger1 = TimeMod = 10,0
attr = S, SA
damage = 10, 0
animtype = Light
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 0, 5
sparkno = 2
sparkxy = 0, -70
hitsound = S2,3
guardsound = S2,0
ground.type = Hgh
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,-1
air.hittime = 10

[State 1102, 3]
type = HitDef
trigger1 = Anim = 1104
trigger1 = TimeMod = 10,0
attr = S, SA
damage = 10, 0
animtype = Medium
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 0, 5
sparkno = 2
sparkxy = 0, -80
hitsound = S2,3
guardsound = S2,0
ground.type = Hgh
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,-1
air.hittime = 10

[State 1102, 5]
type = ChangeState
trigger1 = Var(0) = 0
trigger2 = Time = 120
value = 1103

;---------------------------------------------------------------------------
; Machine Gun Uppercut - Done
[Statedef 1103]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0

[State 1103, 0]
type = Width
trigger1 = Time > 0
value = 20,0

[State 1103, 2]
type = ChangeAnim
trigger1 = Anim = 1100
value = 1101

[State 1103, 2]
type = ChangeAnim
trigger1 = Anim = 1102
value = 1103

[State 1103, 2]
type = ChangeAnim
trigger1 = Anim = 1104
value = 1105

[State 1103, 4]
type = HitDef
triggerall = !MoveContact
trigger1 = Anim = 1101
trigger2 = Anim = 1103
trigger3 = Anim = 1105
attr = S, SA
damage = 50, 0
animtype = DiagUp
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = 0, -100
hitsound = S2,3
guardsound = S2,0
ground.type = Hgh
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -3,-6
airguard.velocity = -3,-3
air.type = High
air.velocity = -3,-6
air.hittime = 10
fall = 1
air.fall = 1

[State 1103, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rolling Sobat - Hop
[Statedef 1200]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 3,-3
anim = 1200

[State 1200, 0]
type = Width
trigger1 = 1
value = 20,0

[State 1200, 0]
type = ChangeAnim
trigger1 = 1
value = 1200

[State 1200, 1]
type = VelAdd
trigger1 = 1
y = .4

[State 1200, 2]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1201

; Rolling Sobat - Land/Kick
[Statedef 1201]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 1201

[State 1201, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 1201, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1201, 1]
type = PlaySnd
trigger1 = Anim = 1201
trigger1 = AnimElem = 2
value = 1, 3

[State 1201, 1]
type = PlaySnd
trigger1 = Anim = 1201
trigger1 = AnimElem = 2
value = 10, 9
channel = 0

[State 1201, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 60, 0
animtype = DiagUp
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = 0, -60
hitsound = S2,6
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -4,-4
airguard.velocity = -6,-2
air.type = Low
air.velocity = -4,-4
air.hittime = 10
air.fall = 1
fall = 1

[State 1201, 2]
type = ChangeAnim
trigger1 = Anim = 1201
trigger1 = AnimTime = 0
value = 5

[State 1201, 3]
type = ChangeState
trigger1 = Anim = 5
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Double Rolling Sobat - Hop
[Statedef 1210]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 3,-3
anim = 1200

[State 1210, 0]
type = Width
trigger1 = 1
value = 20,0

[State 1210, 1]
type = VelAdd
trigger1 = 1
y = .4

[State 1210, 2]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1211

; Double Rolling Sobat - Land/Kick
[Statedef 1211]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 1202

[State 1211, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 1211, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1211, 1]
type = PlaySnd
trigger1 = Anim = 1202
trigger1 = AnimElem = 2
value = 1, 3

[State 1211, 1]
type = PlaySnd
trigger1 = Anim = 1202
trigger1 = AnimElem = 2
value = 10, 9
channel = 0

[State 1211, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 60, 0
animtype = Medium
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = 0, -60
hitsound = S2,6
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -4,0
airguard.velocity = -6,-2
air.type = Low
air.velocity = -4,-3
air.hittime = 10
air.fall = 1

[State 1211, 2]
type = ChangeState
trigger1 = Anim = 1202
trigger1 = AnimElem = 5
value = 1212

; Double Rolling Sobat - Second Hop
[Statedef 1212]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 3,-3

[State 1212, 0]
type = Width
trigger1 = 1
value = 20,0

[State 1212, 1]
type = VelAdd
trigger1 = 1
y = .4

[State 1212, 2]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1213

; Double Rolling Sobat - Second Land/Kick
[Statedef 1213]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 1203

[State 1213, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 1213, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1213, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 1213, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 60, 0
animtype = DiagUp
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = 0, -60
hitsound = S2,6
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -4,-4
airguard.velocity = -6,-2
air.type = Low
air.velocity = -4,-4
air.hittime = 10
air.fall = 1
fall = 1

[State 1213, 2]
type = ChangeState
trigger1 = Anim = 1203
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Double Rolling Sobat - Hop
[Statedef 1220]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 4,-3
anim = 1200

[State 1220, 0]
type = Width
trigger1 = 1
value = 20,0

[State 1220, 1]
type = VelAdd
trigger1 = 1
y = .5

[State 1220, 0]
type = ChangeAnim
trigger1 = 1
value = 1200

[State 1220, 2]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1221

; Double Rolling Sobat - Land/Kick
[Statedef 1221]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 1202

[State 1221, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 1221, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1221, 1]
type = PlaySnd
trigger1 = Anim = 1202
trigger1 = AnimElem = 2
value = 1, 3

[State 1221, 1]
type = PlaySnd
trigger1 = Anim = 1202
trigger1 = AnimElem = 2
value = 10, 9
channel = 0

[State 1221, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 60, 0
animtype = Medium
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = 0, -60
hitsound = S2,6
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -4,0
airguard.velocity = -6,-1
air.type = Low
air.velocity = -4,-2
air.hittime = 10
air.fall = 1

[State 1221, 2]
type = ChangeState
trigger1 = Anim = 1202
trigger1 = AnimElem = 5
value = 1212

;---------------------------------------------------------------------------
; Light JackKnife Maximum - Start
[Statedef 1300]
type    = S
movetype= A
physics = S
poweradd= 100
anim = 1300
ctrl = 0
velset = 0,0

[State 1300, 5]
type = ChangeState
trigger1 = AnimElem = 4
value = 1301

;---------------------------------------------------------------------------
; Light JackKnife Maximum - Air
[Statedef 1301]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0
velset = 2,-5

[State 1300, 1]
type = VelAdd
trigger1 = 1
y = .4

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 3

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 2
channel = 0

[State 1300, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = 50, 0
animtype = Up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 3
sparkxy = 0, -80
hitsound = S2,6
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -2,-8
airguard.velocity = -2,-4
air.type = High
air.velocity = -2,-8
air.hittime = 10
air.fall = 1
fall = 1

[State 1300, 4]
type = ChangeAnim
trigger1 = AnimElem = 6
value = 1302

[State 1300, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 1330

;---------------------------------------------------------------------------
; Medium JackKnife Maximum - Start
[Statedef 1310]
type    = S
movetype= A
physics = S
poweradd= 100
anim = 1300
ctrl = 0
velset = 0,0

[State 1310, 5]
type = ChangeState
trigger1 = AnimElem = 4
value = 1311

;---------------------------------------------------------------------------
; Medium JackKnife Maximum - Air
[Statedef 1311]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0
velset = 3,-6

[State 1310, 1]
type = VelAdd
trigger1 = 1
y = .4

[State 1310, 2]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
value = 1, 3

[State 1310, 2]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
value = 10, 2
channel = 0

[State 1310, 3]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
attr = A, SA
damage = 50, 0
animtype = Up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 3
sparkxy = 0, -80
hitsound = S2,6
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -2.5,-7
airguard.velocity = -2.5,-3.5
air.type = High
air.velocity = -2.5,-7
air.hittime = 10
air.fall = 1
fall = 1

[State 1310, 4]
type = ChangeAnim
trigger1 = AnimElem = 10
value = 1302

[State 1310, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 1330

;---------------------------------------------------------------------------
; Strong JackKnife Maximum - Start
[Statedef 1320]
type    = S
movetype= A
physics = S
poweradd= 100
anim = 1300
ctrl = 0
velset = 0,0

[State 1320, 5]
type = ChangeState
trigger1 = AnimElem = 4
value = 1321

;---------------------------------------------------------------------------
; Strong JackKnife Maximum - Air
[Statedef 1321]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0
velset = 4,-8

[State 1320, 1]
type = VelAdd
trigger1 = 1
y = .4

[State 1320, 2]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
value = 1, 3

[State 1320, 2]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
value = 10, 2
channel = 0

[State 1320, 3]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
attr = A, SA
damage = 50, 0
animtype = Up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 3
sparkxy = 0, -80
hitsound = S2,6
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -3,-6
airguard.velocity = -3,-3
air.type = High
air.velocity = -3,-6
air.hittime = 10
air.fall = 1
fall = 1

[State 1320, 4]
type = ChangeAnim
trigger1 = Time = 29
value = 1302

[State 1320, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 1330

;---------------------------------------------------------------------------
; All JackKnife Maximum - Land
[Statedef 1330]
type    = S
movetype= A
physics = S
anim = 1300
ctrl = 0
velset = 0,0

[State 1330, 1]
type = PosSet
trigger1 = 1
y = 0

[State 1330, 2]
type = ChangeState
trigger1 = AnimElem = 2
value = 0
ctrl = 1

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