; Dee Jay's Hyper States
;---------------------------------------------------------------------------
; Sunrise Theme - Lvl 1
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 222

[State 3000, 0]
type = VarSet
trigger1 = Time = 0
v = 0
value = 1

[State 3000, 0]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP
time = 20

[State 3000, 0]
type = PlayerPush
trigger1 = MoveHit
value = 0

[State 3000, 1]
type = Width
trigger1 = Time > 0
trigger1 = Time < 5
trigger2 = Time >= 40
value = 20,0

[State 3000, 1]
type = Width
trigger1 = Time > 4
trigger1 = Time < 40
value = 30,0

[State 3000, 1]
type = PlaySnd
trigger1 = Anim = 222
trigger1 = AnimElem = 1
value = 10, 10
channel = 0

[State 3000, 1]
type = SuperPause
trigger1 = AnimElem = 1
pos = -50, -85
anim = 100
time = 30
movetime = 0

[State 3000, 1]
type = SuperPause
trigger1 = AnimElem = 1
pos = -50, -85
anim = S4100
time = 40
movetime = 0
sound = S3, 4
poweradd = -1000

[State 3000, 2]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3000, 2]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3000, 3]
type = PlaySnd
trigger1 = Anim = 222
trigger1 = AnimElem = 3
value = 1, 2

[State 3000, 3]
type = PlaySnd
trigger1 = Anim = 1003
trigger1 = AnimElem = 2
value = 10, 8
channel = 0

[State 3000, 3]
type = PlaySnd
trigger1 = Anim = 1102
trigger1 = AnimElem = 2
value = 10, 8
channel = 0

[State 3000, 3]
type = HitDef
trigger1 = Anim = 222
trigger1 = AnimElem = 5
attr = S, HA
damage = 100, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 3
sparkxy = 0, -80
hitsound = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,-10
airguard.velocity = -5,-5
air.type = High
air.velocity = 0,-10
air.hittime = 10
p2stateno = 850
p2facing = 1
kill = 0

[State 3000, Bind]
type = TargetBind
triggerall = MoveHit
trigger1 = Time = 50
pos = 60, -220

[State 3000, 3]
type = VarAdd
trigger1 = Anim = 1102
trigger1 = AnimElem = 3
v = 1
value = 1

[State 3000, 3]
type = VarSet
trigger1 = AnimElem = 1
trigger2 = Var(1) = 2
v = 1
value = 0

[State 3000, 3]
type = HitDef
trigger1 = Anim = 1102
trigger1 = AnimElem = 2
trigger1 = Var(1) = 0
attr = S, HA
damage = 20, 0
animtype = Heavy
hitflag = MAF+
priority = 3, Hit
pausetime = 0, 0
sparkno = 2
sparkxy = 0, -90
hitsound = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,-7
airguard.velocity = 0,-7
air.type = High
air.velocity = 0,-7
air.hittime = 10
p2stateno = 855
kill = 0

[State 3000, 3]
type = HitDef
trigger1 = Anim = 1105
trigger1 = AnimElem = 1,1
attr = S, HA
damage = 100, 0
animtype = Heavy
hitflag = MAF+
priority = 3, Hit
pausetime = 0, 5
sparkno = 2
sparkxy = 0, -90
hitsound = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4,-6
airguard.velocity = -2,-4
air.type = High
air.velocity = -4,-6
air.hittime = 10
p2stateno = 855
fall = 1

[State 3000, 3]
type = HitDef
trigger1 = Anim = 1105
trigger1 = AnimElem = 2
attr = S, HA
damage = 0, 0
animtype = Heavy
hitflag = MAF+
priority = 3, Hit
pausetime = 20, 5
sparkno = -1
sparkxy = 0, -90
hitsound = -1,0 ;S2,3
guardsound = -1,0 ;S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4,-6
airguard.velocity = -2,-4
air.type = High
air.velocity = -4,-6
air.hittime = 10
p2stateno = 860
numhits = 0
fall = 1

[State 3000, 3]
type = VarAdd
trigger1 = Anim = 1102
trigger1 = AnimElem = 3
v = 0
value = 1

[State 3000, 4]
type = ChangeAnim
trigger1 = Anim = 222
trigger1 = Time > 50
trigger1 = P2BodyDist Y > -70
value = 1102

[State 3000, 4]
type = ChangeAnim
trigger1 = Anim = 1102
trigger1 = Var(0) = 9
value = 1105

[State 3000, 5]
type = ChangeState
trigger1 = !MoveHit
trigger1 = Time = 40
trigger2 = MoveHit
trigger2 = P2StateNo = 5110
trigger3 = Anim = 1105
trigger3 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Sunrise Theme - Lvl 2
[Statedef 3010]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 222

[State 3010, 0]
type = VarSet
trigger1 = Time = 0
v = 0
value = 1

[State 3010, 0]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP
time = 20

[State 3010, 0]
type = PlayerPush
trigger1 = MoveHit
value = 0

[State 3010, 1]
type = Width
trigger1 = Time > 0
trigger1 = Time < 5
trigger2 = Time >= 40
value = 20,0

[State 3010, 1]
type = Width
trigger1 = Time > 4
trigger1 = Time < 40
value = 30,0

[State 3010, 1]
type = PlaySnd
trigger1 = Anim = 222
trigger1 = AnimElem = 1
value = 10, 10
channel = 0

[State 3010, 1]
type = SuperPause
trigger1 = AnimElem = 1
pos = -50, -85
anim = 101
time = 30
movetime = 0

[State 3010, 1]
type = SuperPause
trigger1 = AnimElem = 1
pos = -50, -85
anim = S4200
time = 50
movetime = 0
sound = S3, 4;1
poweradd = -2000

[State 3010, 2]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3010, 2]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3010, 3]
type = PlaySnd
trigger1 = Anim = 222
trigger1 = AnimElem = 3
value = 1, 2

[State 3010, 3]
type = PlaySnd
trigger1 = Anim = 1003
trigger1 = AnimElem = 2
value = 10, 8
channel = 0

[State 3010, 3]
type = PlaySnd
trigger1 = Anim = 1102
trigger1 = AnimElem = 2
value = 10, 8
channel = 0

[State 3010, 3]
type = HitDef
trigger1 = Anim = 222
trigger1 = AnimElem = 5
attr = S, HA
damage = 100, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 3
sparkxy = 0, -80
hitsound = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,-10
airguard.velocity = -5,-5
air.type = High
air.velocity = 0,-10
air.hittime = 10
p2stateno = 850
p2facing = 1
kill = 0

[State 3010, Bind]
type = TargetBind
triggerall = MoveHit
trigger1 = Time = 50
pos = 60, -220

[State 3010, 3]
type = VarAdd
trigger1 = Anim = 1102
trigger1 = AnimElem = 3
v = 1
value = 1

[State 3010, 3]
type = VarSet
trigger1 = AnimElem = 1
trigger2 = Var(1) = 2
v = 1
value = 0

[State 3010, 3]
type = HitDef
trigger1 = Anim = 1102
trigger1 = AnimElem = 2
trigger1 = Var(1) = 0
attr = S, HA
damage = 20, 0
animtype = Heavy
hitflag = MAF+
priority = 3, Hit
pausetime = 0, 0
sparkno = 2
sparkxy = 0, -90
hitsound = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,-7
airguard.velocity = 0,-7
air.type = High
air.velocity = 0,-7
air.hittime = 10
p2stateno = 855
kill = 0

[State 3010, 3]
type = HitDef
trigger1 = Anim = 1103
trigger1 = AnimElem = 2
attr = S, HA
damage = 100, 0
animtype = Heavy
hitflag = MAF+
priority = 3, Hit
pausetime = 0, 5
sparkno = 2
sparkxy = 0, -90
hitsound = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,-5
airguard.velocity = 0,-5
air.type = High
air.velocity = 0,-5
air.hittime = 10
p2stateno = 855
fall = 1

[State 3000, 3]
type = HitDef
trigger1 = Anim = 1103
trigger1 = AnimElem = 3
attr = S, HA
damage = 0, 0
animtype = Heavy
hitflag = MAF+
priority = 3, Hit
pausetime = 20, 5
sparkno = -1
sparkxy = 0, -90
hitsound = -1,0 ;S2,3
guardsound = -1,0 ;S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4,-6
airguard.velocity = -2,-4
air.type = High
air.velocity = -4,-6
air.hittime = 10
p2stateno = 860
numhits = 0
fall = 1

[State 3010, 3]
type = VarAdd
trigger1 = Anim = 1102
trigger1 = AnimElem = 3
v = 0
value = 1

[State 3010, 4]
type = ChangeAnim
trigger1 = Anim = 222
trigger1 = Time > 50
trigger1 = P2BodyDist Y > -70
value = 1102

[State 3010, 4]
type = ChangeAnim
trigger1 = Anim = 1102
trigger1 = Var(0) = 14
value = 1103

[State 3010, 5]
type = ChangeState
trigger1 = !MoveHit
trigger1 = Time = 40
trigger2 = MoveHit
trigger2 = P2StateNo = 5110
trigger3 = Anim = 1103
trigger3 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Sunrise Theme - Lvl 3
[Statedef 3020]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 222

[State 3020, 0]
type = VarSet
trigger1 = Time = 0
v = 0
value = 1

[State 3020, 0]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP
time = 20

[State 3020, 0]
type = PlayerPush
trigger1 = MoveHit
value = 0

[State 3020, 1]
type = Width
trigger1 = Time > 0
trigger1 = Time < 5
trigger2 = Time >= 40
value = 20,0

[State 3020, 1]
type = Width
trigger1 = Time > 4
trigger1 = Time < 40
value = 30,0

[State 3020, 1]
type = PlaySnd
trigger1 = Anim = 222
trigger1 = AnimElem = 1
value = 10, 10
channel = 0

[State 3020, 1]
type = SuperPause
trigger1 = AnimElem = 1
pos = -50, -85
anim = 102
time = 30
movetime = 0

[State 3020, 1]
type = SuperPause
trigger1 = AnimElem = 1
pos = -50, -85
anim = S4300
time = 50
movetime = 0
sound = S3, 4;1
poweradd = -3000

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

[State 3020, 2]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3020, 3]
type = PlaySnd
trigger1 = Anim = 222
trigger1 = AnimElem = 3
value = 1, 2

[State 3020, 3]
type = PlaySnd
trigger1 = Anim = 1102
trigger1 = AnimElem = 2
value = 10, 8
channel = 0

[State 3020, 3]
type = HitDef
trigger1 = Anim = 222
trigger1 = AnimElem = 5
attr = S, HA
damage = 100, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 3
sparkxy = 0, -80
hitsound = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,-10
airguard.velocity = -5,-5
air.type = High
air.velocity = 0,-10
air.hittime = 10
p2stateno = 850
p2facing = 1
kill = 0

[State 3020, Bind]
type = TargetBind
triggerall = MoveHit
trigger1 = Time = 50
pos = 60, -220

[State 3020, 3]
type = VarAdd
trigger1 = Anim = 1102
trigger1 = AnimElem = 3
v = 1
value = 1

[State 3020, 3]
type = VarSet
trigger1 = AnimElem = 1
trigger2 = Var(1) = 2
v = 1
value = 0

[State 3020, 3]
type = HitDef
trigger1 = Anim = 1102
trigger1 = AnimElem = 2
trigger1 = Var(1) = 0
attr = S, HA
damage = 20, 0
animtype = Heavy
hitflag = MAF+
priority = 3, Hit
pausetime = 0, 0
sparkno = 2
sparkxy = 0, -90
hitsound = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,-7
airguard.velocity = 0,-7
air.type = High
air.velocity = 0,-7
air.hittime = 10
p2stateno = 855
kill = 0

[State 3020, 3]
type = HitDef
trigger1 = Anim = 1103
trigger1 = AnimElem = 2
attr = S, HA
damage = 100, 0
animtype = Heavy
hitflag = MAF+
priority = 3, Hit
pausetime = 0, 5
sparkno = 2
sparkxy = 0, -90
hitsound = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,-5
airguard.velocity = 0,-5
air.type = High
air.velocity = 0,-5
air.hittime = 10
p2stateno = 855
fall = 1

[State 3000, 3]
type = HitDef
trigger1 = Anim = 1103
trigger1 = AnimElem = 3
attr = S, HA
damage = 0, 0
animtype = Heavy
hitflag = MAF+
priority = 3, Hit
pausetime = 20, 5
sparkno = -1
sparkxy = 0, -90
hitsound = -1,0 ;S2,3
guardsound = -1,0 ;S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4,-6
airguard.velocity = -2,-4
air.type = High
air.velocity = -4,-6
air.hittime = 10
p2stateno = 860
numhits = 0
fall = 1

[State 3020, 3]
type = VarAdd
trigger1 = Anim = 1102
trigger1 = AnimElem = 3
v = 0
value = 1

[State 3020, 4]
type = ChangeAnim
trigger1 = Anim = 222
trigger1 = Time > 50
trigger1 = P2BodyDist Y > -70
value = 1102

[State 3020, 4]
type = ChangeAnim
trigger1 = Anim = 1102
trigger1 = Var(0) = 20
value = 1103

[State 3020, 5]
type = ChangeState
trigger1 = !MoveHit
trigger1 = Time = 40
trigger2 = MoveHit
trigger2 = P2StateNo = 5110
trigger3 = Anim = 1103
trigger3 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Super Sobat Kick - Hop
[Statedef 3100]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 1204

[State 3100, 0]
type = Width
trigger1 = 1
value = 20,0

[State 3100, 0]
type = VelSet
trigger1 = Time = 1
x = 10
y = -2

[State 3100, 0]
type = VelAdd
trigger1 = Time > 0
y = .45

[State 3100, 1]
type = SuperPause
trigger1 = AnimElem = 1
pos = -40, -45
anim = 102
time = 30
movetime = 0

[State 3100, 1]
type = SuperPause
trigger1 = AnimElem = 1
pos = -40, -45
anim = S4300
time = 50
movetime = 0
sound = S3, 4;1
poweradd = -3000

[State 3100, 2]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3100, 2]
type = AfterImageTime
trigger1 = 1
time = 20

[State 3100, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = AnimElem = 3
value = 3101

; Super Sobat Kick - Land/Kick
[Statedef 3101]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0

[State 3101, 0]
type = Width
trigger1 = 1
value = 20,0

[State 3101, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3101, 1]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3101, 1]
type = PlaySnd
trigger1 = Anim = 1204
trigger1 = AnimElem = 3
value = 1, 3

[State 3101, 1]
type = PlaySnd
trigger1 = Anim = 1204
trigger1 = AnimElem = 3
value = 10, 4
channel = 0

[State 3101, 2]
type = HitDef
trigger1 = Anim = 1204
trigger1 = AnimElem = 4
attr = S, HA
damage = 200, 50
animtype = DiagUp
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 10, 10
sparkno = 3
sparkxy = 0, -60
hitsound = S2,8
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -20,-2
airguard.velocity = -10,-2
air.type = Low
air.velocity = -20,-2
air.hittime = 10
envshake.time = 10
envshake.freq = 100
envshake.ampl = -5
envshake.phase = 10
p2stateno = 840
p2facing = 1
air.fall = 1
fall = 1
kill = 0

[State 3102, 2]
type = EnvColor
trigger1 = MoveHit
trigger1 = Anim = 1204
trigger1 = AnimElem = 4,1
value = 250,250,250
ignorehitpause = 1
persistent = 0
;under = 1
time = 1

[State 3101, 3]
type = ChangeAnim
trigger1 = Anim = 1204
trigger1 = AnimElem = 7
value = 5

[State 3100, 3]
type = ChangeState
triggerall = MoveHit
trigger1 = Anim = 5
trigger1 = AnimTime = 0
value = 3102

[State 3102, 5]
type = ChangeState
trigger1 = Anim = 5
trigger1 = AnimTime = 0
trigger1 = !MoveHit
value = 0
ctrl = 1

; Super Punch
[Statedef 3102]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 10

[State 3102, 0]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3102, 1]
type = ChangeAnim
trigger1 = Anim = 10
trigger1 = AnimElem = 2
trigger2 = Anim = 1100
value = 1100

[State 3102, 2]
type = null ;SuperPause
triggerall = P2BodyDist X > 100
trigger1 = Anim = 10
trigger1 = AnimElem = 1,2
pos = -50, -75
anim = 102
time = 2
movetime = 2
sound = S3, 4;1
darken = 0

[State 3102, 2]
type = null ;PlaySnd
triggerall = P2BodyDist X > 100
trigger1 = Anim = 10
trigger1 = AnimElem = 1,2
value = 10, 10
channel = 0

[State 3102, 3]
type = ChangeAnim
triggerall = Anim != 1101
;trigger1 = P2BodyDist X < 100
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 1101

[State 3102, 3]
type = PlaySnd
trigger1 = Anim = 1101
trigger1 = AnimElem = 2
value = 10, 5
channel = 0

[State 3102, 4]
type = Turn
triggerall = Anim = 1100
trigger1 = p2dist X < 0

[State 3102, 4]
type = HitDef
trigger1 = Anim = 1101
trigger1 = AnimElem = 3
attr = S, HA
damage = 200, 50
animtype = DiagUp
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 3
sparkxy = 0, -80
hitsound = S2,9
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5,-10
airguard.velocity = -5,-5
air.type = Low
air.velocity = -5,-10
air.hittime = 10
envshake.time = 50
envshake.freq = 100
envshake.ampl = -5
envshake.phase = 10
air.fall = 1
fall = 1
p2stateno = 842

[State 3102, 4]
type = EnvColor
trigger1 = MoveHit
trigger1 = Anim = 1101
value = 250,250,250
ignorehitpause = 1
persistent = 0
;under = 1
time = 2

[State 3102, 5]
type = ChangeState
trigger1 = Anim = 1100
trigger1 = P2StateNo = 5110
trigger2 = Anim = 1101
trigger2 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Sobat Carnival Lvl 1 - Start
[Statedef 3200]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0
velset = 0,0
anim = 12

[State 3200, 1]
type = PlaySnd
trigger1 = Anim = 12
trigger1 = AnimElem = 1
value = 10, 11
channel = 0

[State 3200, 1]
type = SuperPause
trigger1 = Anim = 12
trigger1 = AnimElem = 1
pos = 25, -55
anim = 100
time = 30
movetime = 0

[State 3200, 1]
type = SuperPause
trigger1 = Anim = 12
trigger1 = AnimElem = 1
pos = 25, -55
anim = S4100
time = 40
movetime = 0
sound = S3, 4
poweradd = -1000

[State 3200, 2]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3200, 2]
type = AfterImageTime
trigger1 = 1
time = 2

;-----[Hop]-----
[State 3200, 3]
type = ChangeAnim
trigger1 = Anim = 12
trigger1 = AnimElem = 2
value = 1204

[State 3200, 4]
type = Width
trigger1 = Time > 4
value = 20,0

[State 3200, 4]
type = VelSet
trigger1 = Time = 4
x = 4
y = -2.5

[State 3200, 5]
type = VelAdd
trigger1 = Anim = 1204
y = .5

[State 3200, 6]
type = ChangeState
trigger1 = Time > 4
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = AnimElem = 3
value = 3201

;---[Land/Kick]---
[Statedef 3201]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0

[State 3201, 0]
type = Width
trigger1 = 1
value = 20,0

[State 3201, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3201, 1]
type = PlaySnd
trigger1 = Anim = 1204
trigger1 = AnimElem = 3
value = 1, 3

[State 3201, 1]
type = PlaySnd
trigger1 = Anim = 1204
trigger1 = AnimElem = 3
value = 10, 12
channel = 0

[State 3201, 2]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3201, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 50, 10
animtype = Medium
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 2, 4
sparkno = 2
sparkxy = 0, -60
hitsound = S2,6
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 40
groun.velocity = -5,0
airguard.velocity = -2,-4
air.type = Low
air.velocity = -2,-4
air.hittime = 10
air.fall = 1

;-----[Hop]-----
[State 3201, 4]
type = VelSet
trigger1 = Anim = 1204
trigger1 = AnimElem = 6
x = 4
y = -2.5

[State 3201, 5]
type = VelAdd
trigger1 = Time > 8
y = .5

[State 3201, 6]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = AnimElem = 8
value = 3202

;---[Land/Kick]---
[Statedef 3202]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0

[State 3202, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3202, 1]
type = Width
trigger1 = 1
value = 20,0

[State 3202, 1]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3202, 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1, 3

[State 3202, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
damage = 50, 10
animtype = Medium
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 2, 4
sparkno = 2
sparkxy = 0, -60
hitsound = S2,6
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 40
ground.velocity = -5,0
airguard.velocity = -2,-4
air.type = High
air.velocity = -2,-4
air.hittime = 10
air.fall = 1

;-----[Hop]-----
[State 3202, 4]
type = VelSet
trigger1 = AnimTime = 0
x = 4
y = -2.5

[State 3202, 5]
type = VelAdd
trigger1 = Time > 10
y = .5

[State 3202, 6]
type = ChangeState
trigger1 = Time > 15
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = AnimElem = 3
value = 3203

;---[Land/Kick]---
[Statedef 3203]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0

[State 3203, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3203, 1]
type = Width
trigger1 = 1
value = 20,0

[State 3203, 2]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3203, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 3203, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 50, 10
animtype = Medium
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 2, 4
sparkno = 2
sparkxy = 0, -60
hitsound = S2,6
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 40
ground.velocity = -5,0
airguard.velocity = -2,-4
air.type = Low
air.velocity = -2,-4
air.hittime = 10
air.fall = 1

;-----[Hop]-----
[State 3203, 4]
type = VelSet
trigger1 = AnimElem = 6
x = 4
y = -2.5

[State 3203, 5]
type = VelAdd
trigger1 = Time > 8
y = .5

[State 3203, 6]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = AnimElem = 8
value = 3204

; Sobat Carnival Lvl 1 - End
[Statedef 3204]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0

[State 3204, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3204, 1]
type = Width
trigger1 = 1
value = 20,0

[State 3204, 2]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3204, 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1, 3

[State 3204, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
damage = 50, 10
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 = High
ground.slidetime = 5
ground.hittime  = 40
ground.velocity = -5,-5
airguard.velocity = -5,-2
air.type = High
air.velocity = -5,-5
air.hittime = 10
air.fall = 1
fall = 1

[State 3204, 3]
type = ChangeAnim
trigger1 = Anim = 1204
trigger1 = AnimElem = 11
value = 10

[State 3204, 4]
type = ChangeState
trigger1 = Anim = 10
trigger1 = AnimElem = 2
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Sobat Carnival Lvl 2 - Start
[Statedef 3210]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0
velset = 0,0
anim = 12

[State 3210, 1]
type = PlaySnd
trigger1 = Anim = 12
trigger1 = AnimElem = 1
value = 10, 11
channel = 0

[State 3210, 1]
type = SuperPause
trigger1 = Anim = 12
trigger1 = AnimElem = 1
pos = 25, -55
anim = 101
time = 30
movetime = 0

[State 3210, 1]
type = SuperPause
trigger1 = Anim = 12
trigger1 = AnimElem = 1
pos = 25, -55
anim = S4200
time = 50
movetime = 0
sound = S3, 4;1
poweradd = -2000

[State 3210, 2]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3210, 2]
type = AfterImageTime
trigger1 = 1
time = 2

;-----[Hop]-----
[State 3210, 3]
type = ChangeAnim
trigger1 = Anim = 12
trigger1 = AnimElem = 2
value = 1204

[State 3210, 4]
type = Width
trigger1 = Time > 4
value = 20,0

[State 3210, 4]
type = VelSet
trigger1 = Time = 4
x = 4
y = -2.5

[State 3210, 5]
type = VelAdd
trigger1 = Anim = 1204
y = .5

[State 3210, 6]
type = ChangeState
trigger1 = Time > 4
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = AnimElem = 3
value = 3211

;---[Land/Kick]---
[Statedef 3211]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0

[State 3211, 0]
type = Width
trigger1 = 1
value = 20,0

[State 3211, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3211, 1]
type = PlaySnd
trigger1 = Anim = 1204
trigger1 = AnimElem = 3
value = 1, 3

[State 3211, 1]
type = PlaySnd
trigger1 = Anim = 1204
trigger1 = AnimElem = 3
value = 10, 12
channel = 0

[State 3211, 2]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3211, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 50, 10
animtype = Medium
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 2, 4
sparkno = 2
sparkxy = 0, -60
hitsound = S2,6
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 40
ground.velocity = -5,0
airguard.velocity = -2,-4
air.type = Low
air.velocity = -2,-4
air.hittime = 10
air.fall = 1

;-----[Hop]-----
[State 3211, 4]
type = VelSet
trigger1 = Anim = 1204
trigger1 = AnimElem = 6
x = 4
y = -2.5

[State 3211, 5]
type = VelAdd
trigger1 = Time > 8
y = .5

[State 3211, 6]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = AnimElem = 8
value = 3212

;---[Land/Kick]---
[Statedef 3212]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0

[State 3212, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3212, 1]
type = Width
trigger1 = 1
value = 20,0

[State 3212, 1]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3212, 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1, 3

[State 3212, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
damage = 50, 10
animtype = Medium
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 2, 4
sparkno = 2
sparkxy = 0, -60
hitsound = S2,6
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 40
ground.velocity = -5,0
airguard.velocity = -2,-4
air.type = High
air.velocity = -2,-4
air.hittime = 10
air.fall = 1

;-----[Hop]-----
[State 3212, 4]
type = VelSet
trigger1 = AnimTime = 0
x = 4
y = -2.5

[State 3212, 5]
type = VelAdd
trigger1 = Time > 10
y = .5

[State 3212, 6]
type = ChangeState
trigger1 = Time > 15
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = AnimElem = 3
value = 3213

;---[Land/Kick]---
[Statedef 3213]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0

[State 3213, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3213, 1]
type = Width
trigger1 = 1
value = 20,0

[State 3213, 2]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3213, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 3213, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 50, 10
animtype = Medium
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 2, 4
sparkno = 2
sparkxy = 0, -60
hitsound = S2,6
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 40
ground.velocity = -5,0
airguard.velocity = -2,-4
air.type = Low
air.velocity = -2,-4
air.hittime = 10
air.fall = 1

;-----[Hop]-----
[State 3213, 4]
type = VelSet
trigger1 = AnimElem = 6
x = 4
y = -2.5

[State 3213, 5]
type = VelAdd
trigger1 = Time > 8
y = .5

[State 3213, 6]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = AnimElem = 8
value = 3214

;---[Land/Kick]---
[Statedef 3214]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0

[State 3214, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3214, 1]
type = Width
trigger1 = 1
value = 20,0

[State 3214, 2]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3214, 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1, 3

[State 3214, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
damage = 50, 10
animtype = Medium
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 2, 4
sparkno = 2
sparkxy = 0, -60
hitsound = S2,6
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 40
ground.velocity = -5,0
airguard.velocity = -2,-4
air.type = High
air.velocity = -2,-4
air.hittime = 10
air.fall = 1

;-----[Hop]-----
[State 3214, 4]
type = VelSet
trigger1 = AnimTime = 0
x = 4
y = -2.5

[State 3214, 5]
type = VelAdd
trigger1 = Time > 10
y = .5

[State 3214, 6]
type = ChangeState
trigger1 = Time > 15
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = AnimElem = 3
value = 3215

; Sobat Carnival Lvl 2 - End
[Statedef 3215]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0

[State 3215, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3215, 1]
type = Width
trigger1 = 1
value = 20,0

[State 3215, 2]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3215, 2]
type = PlaySnd
trigger1 = Anim = 1204
trigger1 = AnimElem = 3
value = 1, 3

[State 3215, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 50, 10
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 = High
ground.slidetime = 5
ground.hittime  = 40
ground.velocity = -5,-5
airguard.velocity = -5,-2
air.type = High
air.velocity = -5,-5
air.hittime = 10
air.fall = 1
fall = 1

[State 3215, 4]
type = ChangeAnim
trigger1 = Anim = 1204
trigger1 = AnimElem = 7
value = 5

[State 3215, 5]
type = ChangeState
trigger1 = Anim = 5
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Sobat Carnival Lvl 3 - Start
[Statedef 3220]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0
velset = 0,0
anim = 12

[State 3220, 1]
type = PlaySnd
trigger1 = Anim = 12
trigger1 = AnimElem = 1
value = 10, 11
channel = 0

[State 3220, 1]
type = SuperPause
trigger1 = Anim = 12
trigger1 = AnimElem = 1
pos = 25, -55
anim = 102
time = 30
movetime = 0

[State 3220, 1]
type = SuperPause
trigger1 = Anim = 12
trigger1 = AnimElem = 1
pos = 25, -55
anim = S4300
time = 50
movetime = 0
sound = S3, 4;1
poweradd = -3000

[State 3220, 2]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3220, 2]
type = AfterImageTime
trigger1 = 1
time = 2

;-----[Hop]-----
[State 3220, 3]
type = ChangeAnim
trigger1 = Anim = 12
trigger1 = AnimElem = 2
value = 1204

[State 3220, 4]
type = Width
trigger1 = Time > 4
value = 20,0

[State 3220, 4]
type = VelSet
trigger1 = Time = 4
x = 4
y = -2.5

[State 3220, 5]
type = VelAdd
trigger1 = Anim = 1204
y = .5

[State 3220, 6]
type = ChangeState
trigger1 = Time > 4
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = AnimElem = 3
value = 3221

;---[Land/Kick]---
[Statedef 3221]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0

[State 3221, 0]
type = Width
trigger1 = 1
value = 20,0

[State 3221, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3221, 1]
type = PlaySnd
trigger1 = Anim = 1204
trigger1 = AnimElem = 3
value = 1, 3

[State 3221, 1]
type = PlaySnd
trigger1 = Anim = 1204
trigger1 = AnimElem = 3
value = 10, 12
channel = 0

[State 3221, 2]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3221, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 50, 10
animtype = Medium
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 2, 4
sparkno = 2
sparkxy = 0, -60
hitsound = S2,6
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 40
ground.velocity = -5,0
airguard.velocity = -2,-4
air.type = Low
air.velocity = -2,-4
air.hittime = 10
air.fall = 1

;-----[Hop]-----
[State 3221, 4]
type = VelSet
trigger1 = Anim = 1204
trigger1 = AnimElem = 6
x = 4
y = -2.5

[State 3221, 5]
type = VelAdd
trigger1 = Time > 8
y = .5

[State 3221, 6]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = AnimElem = 8
value = 3222

;---[Land/Kick]---
[Statedef 3222]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0

[State 3222, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3222, 1]
type = Width
trigger1 = 1
value = 20,0

[State 3222, 1]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3222, 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1, 3

[State 3222, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
damage = 50, 10
animtype = Medium
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 2, 4
sparkno = 2
sparkxy = 0, -60
hitsound = S2,6
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 40
ground.velocity = -5,0
airguard.velocity = -2,-4
air.type = High
air.velocity = -2,-4
air.hittime = 10
air.fall = 1

;-----[Hop]-----
[State 3222, 4]
type = VelSet
trigger1 = AnimTime = 0
x = 4
y = -2.5

[State 3222, 5]
type = VelAdd
trigger1 = Time > 10
y = .5

[State 3222, 6]
type = ChangeState
trigger1 = Time > 15
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = AnimElem = 3
value = 3223

;---[Land/Kick]---
[Statedef 3223]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0

[State 3223, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3223, 1]
type = Width
trigger1 = 1
value = 20,0

[State 3223, 2]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3223, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 3223, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 50, 10
animtype = Medium
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 2, 4
sparkno = 2
sparkxy = 0, -60
hitsound = S2,6
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 40
ground.velocity = -5,0
airguard.velocity = -2,-4
air.type = Low
air.velocity = -2,-4
air.hittime = 10
air.fall = 1

;-----[Hop]-----
[State 3223, 4]
type = VelSet
trigger1 = AnimElem = 6
x = 4
y = -2.5

[State 3223, 5]
type = VelAdd
trigger1 = Time > 8
y = .5

[State 3223, 6]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = AnimElem = 8
value = 3224

;---[Land/Kick]---
[Statedef 3224]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0

[State 3224, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3224, 1]
type = Width
trigger1 = 1
value = 20,0

[State 3224, 2]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3224, 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1, 3

[State 3224, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
damage = 50, 10
animtype = Medium
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 2, 4
sparkno = 2
sparkxy = 0, -60
hitsound = S2,6
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 40
ground.velocity = -5,0
airguard.velocity = -2,-4
air.type = High
air.velocity = -2,-4
air.hittime = 10
air.fall = 1

;-----[Hop]-----
[State 3224, 4]
type = VelSet
trigger1 = AnimTime = 0
x = 4
y = -2.5

[State 3224, 5]
type = VelAdd
trigger1 = Time > 10
y = .5

[State 3224, 6]
type = ChangeState
trigger1 = Time > 15
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = AnimElem = 3
value = 3225

;---[Land/Kick]---
[Statedef 3225]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0

[State 3225, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3225, 1]
type = Width
trigger1 = 1
value = 20,0

[State 3225, 2]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3225, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 3225, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 50, 10
animtype = Medium
guardflag = MA
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 2, 4
sparkno = 2
sparkxy = 0, -60
hitsound = S2,6
guardsound = S2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 40
ground.velocity = -5,0
airguard.velocity = -2,-4
air.type = Low
air.velocity = -2,-4
air.hittime = 10
air.fall = 1

;-----[Hop]-----
[State 3225, 4]
type = VelSet
trigger1 = AnimElem = 6
x = 4
y = -2.5

[State 3225, 5]
type = VelAdd
trigger1 = Time > 8
y = .5

[State 3225, 6]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = AnimElem = 8
value = 3226

; Sobat Carnival Lvl 3 - End
[Statedef 3226]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0

[State 3226, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3226, 1]
type = Width
trigger1 = 1
value = 20,0

[State 3226, 2]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3226, 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1, 3

[State 3226, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
damage = 50, 10
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 = High
ground.slidetime = 5
ground.hittime  = 40
ground.velocity = -5,-5
airguard.velocity = -5,-2
air.type = High
air.velocity = -5,-5
air.hittime = 10
air.fall = 1
fall = 1

[State 3226, 3]
type = ChangeAnim
trigger1 = Anim = 1204
trigger1 = AnimElem = 11
value = 10

[State 3226, 4]
type = ChangeState
trigger1 = Anim = 10
trigger1 = AnimElem = 2
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Climax Beat Lvl 1 - Start
[Statedef 3300]
type    = S
movetype= A
physics = S
anim = 1301
ctrl = 0
velset = 0,0

[State 3300, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 0
channel = 0

[State 3300, 1]
type = SuperPause
trigger1 = AnimElem = 1
pos = 30, -30
anim = 100
time = 30
movetime = 0

[State 3300, 1]
type = SuperPause
trigger1 = AnimElem = 1
pos = 30, -30
anim = S4100
time = 40
movetime = 0
sound = S3, 4
poweradd = -1000

[State 3300, 2]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3300, 2]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3300, 3]
type = ChangeState
trigger1 = AnimElem = 4
value = 3301

;---------------------------------------------------------------------------
; Climax Beat Lvl 1 - Air
[Statedef 3301]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0
velset = 3,-6

[State 3301, 0]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3301, 1]
type = VelAdd
trigger1 = Time > 10
y = .3

[State 3301, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 13
channel = 0

[State 3301, 2]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
value = 1, 3

[State 3301, 3]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
attr = A, HA
damage = 50, 0
animtype = Up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 3
sparkno = 3
sparkxy = 0, -90
hitsound = S2,6
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -3,-8
airguard.velocity = -3,-5
air.type = High
air.velocity = -3,-5
air.hittime = 10
air.fall = 1
fall = 1
;snap = 50,0

[State 3301, 4]
type = ChangeAnim
trigger1 = Anim = 1301
trigger1 = Time = 32
value = 1302

[State 3301, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 1330

;---------------------------------------------------------------------------
; Climax Beat Lvl 2 - Start
[Statedef 3310]
type    = S
movetype= A
physics = S
anim = 1301
ctrl = 0
velset = 0,0

[State 3310, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 0
channel = 0

[State 3310, 1]
type = SuperPause
trigger1 = AnimElem = 1
pos = 30, -30
anim = 101
time = 30
movetime = 0

[State 3310, 1]
type = SuperPause
trigger1 = AnimElem = 1
pos = 30, -30
anim = S4200
time = 50
movetime = 0
sound = S3, 4;1
poweradd = -2000

[State 3310, 2]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3310, 2]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3310, 3]
type = ChangeState
trigger1 = AnimElem = 4
value = 3311

;---------------------------------------------------------------------------
; Climax Beat Lvl 2 - Air
[Statedef 3311]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0
velset = 3,-5

[State 3311, 0]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3311, 1]
type = VelAdd
trigger1 = Time > 15
y = .2

[State 3311, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 13
channel = 0

[State 3311, 2]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
value = 1, 3

[State 3311, 3]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
attr = A, HA
damage = 50, 0
animtype = Up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 3
sparkno = 3
sparkxy = 0, -90
hitsound = S2,6
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -3,-8
airguard.velocity = -3,-5
air.type = High
air.velocity = -3,-5
air.hittime = 10
air.fall = 1
fall = 1
;snap = 50,0

[State 3311, 4]
type = ChangeAnim
trigger1 = Anim = 1301
trigger1 = Time = 46
value = 1302

[State 3311, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 1330

;---------------------------------------------------------------------------
; Climax Beat Lvl 3 - Start
[Statedef 3320]
type    = S
movetype= A
physics = S
anim = 1301
ctrl = 0
velset = 0,0

[State 3320, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 0
channel = 0

[State 3320, 1]
type = SuperPause
trigger1 = AnimElem = 1
pos = 30, -30
anim = 102
time = 40
movetime = 0

[State 3320, 1]
type = SuperPause
trigger1 = AnimElem = 1
pos = 30, -30
anim = S4300
time = 50
movetime = 0
sound = S3, 4;1
poweradd = -3000

[State 3320, 2]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3320, 2]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3320, 3]
type = ChangeState
trigger1 = AnimElem = 4
value = 3321

;---------------------------------------------------------------------------
; Climax Beat Lvl 3 - Air
[Statedef 3321]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0
velset = 3,-5

[State 3321, 0]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3321, 1]
type = VelAdd
trigger1 = Time > 20
y = .2

[State 3321, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 13
channel = 0

[State 3321, 2]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
value = 1, 3

[State 3321, 3]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
attr = A, HA
damage = 50, 0
animtype = Up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 3
sparkno = 3
sparkxy = 0, -90
hitsound = S2,6
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -3,-8
airguard.velocity = -3,-5
air.type = High
air.velocity = -3,-5
air.hittime = 10
air.fall = 1
fall = 1
;snap = 50,0

[State 3321, 4]
type = ChangeAnim
trigger1 = Anim = 1301
trigger1 = Time = 60
value = 1302

[State 3321, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 1330

;---------------------------------------------------------------------------
; Super Air Slasher Lvl 1
[Statedef 3400]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 222
ctrl = 0
velset = 0,0

[State 3400, 0]
type = Width
trigger1 = Time > 0
trigger1 = Time < 5
value = 20,0

[State 3400, 0]
type = Width
trigger1 = Time > 4
trigger1 = Time < 20
value = 30,0

[State 3400, 1]
type = Explod
trigger1 = AnimElem = 1
anim = 1006	;Slasher Spark
id = 1005
pos = 0,0
postype = p1
bindtime = -1
persistent = 0
sprpriority = 2

[State 3400, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 0

[State 3400, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 7
channel = 0

[State 3400, 2]
type = SuperPause
trigger1 = AnimElem = 1
pos = -50, -85
anim = 100
time = 30
movetime = 0

[State 3400, 2]
type = SuperPause
trigger1 = AnimElem = 1
pos = -50, -85
anim = S4000
time = 30
movetime = 0
sound = S3, 4
poweradd = -1000

[State 3400, 2]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3400, 2]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3400, 3]
type = Projectile
trigger1 = AnimElem = 4
projid = 1000
projanim = 1001
projhitanim = 1010
projshadow = -1
offset = 100, -70
velocity = 6, 0
accel = 0, 0
projhits = 2
projmisstime = 0
; HitDef
attr = S, HP
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,-5
airguard.velocity = -5,-5  
air.type = Low
air.velocity = -5,-5
air.juggle = 1
air.fall = 1
fall = 1

[State 3400, 5]
type = ChangeState
trigger1 = Time = 40
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Super Air Slasher Lvl 2
[Statedef 3410]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 222
ctrl = 0
velset = 0,0

[State 3410, 0]
type = Width
trigger1 = Time > 0
trigger1 = Time < 5
value = 20,0

[State 3410, 0]
type = Width
trigger1 = Time > 4
trigger1 = Time < 20
value = 30,0

[State 3410, 1]
type = Explod
trigger1 = AnimElem = 1
anim = 1006	;Slasher Spark
id = 1005
pos = 0,0
postype = p1
bindtime = -1
persistent = 0
sprpriority = 2

[State 3410, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 0

[State 3410, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 7
channel = 0

[State 3410, 2]
type = SuperPause
trigger1 = AnimElem = 1
pos = -50, -85
anim = 101
time = 30
movetime = 0

[State 3410, 2]
type = SuperPause
trigger1 = AnimElem = 1
pos = -50, -85
anim = S4205
time = 30
movetime = 0
sound = S3, 4;1
poweradd = -2000

[State 3410, 2]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3410, 2]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3410, 3]
type = Projectile
trigger1 = AnimElem = 4
projid = 1000
projanim = 1000
projhitanim = 1010
projshadow = -1
offset = 100, -70
velocity = 8, 0
accel = 0, 0
projhits = 3
projmisstime = 0
; HitDef
attr = S, HP
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,-5
airguard.velocity = -5,-5  
air.type = Low
air.velocity = -5,-5
air.juggle = 1
air.fall = 1
fall = 1

[State 3410, 5]
type = ChangeState
trigger1 = Time = 40
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Super Air Slasher Lvl 3
[Statedef 3420]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 222
ctrl = 0
velset = 0,0

[State 3420, 0]
type = Width
trigger1 = Time > 0
trigger1 = Time < 5
value = 20,0

[State 3420, 0]
type = Width
trigger1 = Time > 4
trigger1 = Time < 20
value = 30,0

[State 3420, 1]
type = Explod
trigger1 = AnimElem = 1
anim = 1006	;Slasher Spark
id = 1005
pos = 0,0
postype = p1
bindtime = -1
persistent = 0
sprpriority = 2

[State 3420, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 0

[State 3420, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 7
channel = 0

[State 3420, 2]
type = SuperPause
trigger1 = AnimElem = 1
pos = -50, -85
anim = 102
time = 30
movetime = 0

[State 3420, 2]
type = SuperPause
trigger1 = AnimElem = 1
pos = -50, -85
anim = S4305
time = 30
movetime = 0
sound = S3, 4;1
poweradd = -3000

[State 3420, 2]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3420, 2]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3420, 3]
type = Projectile
trigger1 = AnimElem = 4
projid = 1000
projanim = 1002
projhitanim = 1010
projshadow = -1
offset = 100, -70
velocity = 10, 0
accel = 0, 0
projhits = 4
projmisstime = 0
; HitDef
attr = S, HP
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,-5
airguard.velocity = -5,-5  
air.type = Low
air.velocity = -5,-5
air.juggle = 1
air.fall = 1
fall = 1

[State 3420, 5]
type = ChangeState
trigger1 = Time = 40
value = 0
ctrl = 1

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