; Guile's Special States
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Spinning Pile Driver Attempt
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 850
sprpriority = 2

[State 850, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "spdriver_x"
v = 1
value = 6



[State 850, Width]
type = Width
trigger1 = 1
value = 10,0

[State 850, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.velocity = -5,-5
p2facing = 1
p1stateno = 851
p2stateno = 855
fall = 1

[State 850, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 0
channel = 0

[State 850, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Spinning Pile Driver Attempt
[Statedef 850111]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 850
sprpriority = 2



[State 850, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "spdriver_y"
v = 1
value = 8



[State 850, Width]
type = Width
trigger1 = 1
value = 10,0

[State 850, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.velocity = -5,-5
p2facing = 1
p1stateno = 851
p2stateno = 855
fall = 1

[State 850, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 0
channel = 0

[State 850, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Spinning Pile Driver Attempt
[Statedef 850112]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 850
sprpriority = 2



[State 850, VarSet]
type = VarSet
trigger1 = Time <= 1
;trigger1 = command = "spdriver_z"
v = 1
value = 10

[State 850, Width]
type = Width
trigger1 = 1
value = 10,0

[State 850, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.velocity = -5,-5
p2facing = 1
p1stateno = 851
p2stateno = 855
fall = 1

[State 850, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 0
channel = 0

[State 850, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Spinning Pile Driver
[Statedef 851]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 851

[State 851, 1]
type = PlaySnd
trigger1 = Anim = 851
trigger1 = AnimElem = 1
value = 0, 2

[State 851, 2]
type = PlaySnd
trigger1 = Anim = 851
trigger1 = AnimElem = 1
value = 10, 8
channel = 0

[State 851, 2]
type = PlaySnd
triggerall = Anim = 851
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
value = 1, 2

[State 851, Bind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, 0

[State 851, Bind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 35, 0

[State 851, Bind]
type = TargetBind
trigger1 = AnimElem = 3
pos = 30, 0

[State 851, Bind]
type = TargetBind
trigger1 = AnimElem = 4
pos = 25, 0

[State 851, Bind]
type = TargetBind
trigger1 = AnimElem = 5, >= 0
pos = 0, 0

[State 851, SprPriority]
type = SprPriority
triggerall = Anim = 851
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
value = 2

[State 851, SprPriority]
type = SprPriority
triggerall = Anim = 851
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
value = -2

[State 851, VelSet]
type = VelSet
trigger1 = Anim = 851
trigger1 = AnimElem = 5
x = -1
y = -var(1)

[State 851, VelSet]
type = VelAdd
trigger1 = Time >= 20
y = .5

[State 851, ChangeState]
type = ChangeState
triggerall = Time >= 20
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 852

;---------------------------------------------------------------------------
; Spinning Pile Driver Land
[Statedef 852]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 11

[State 852, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 852, SprPriority]
type = SprPriority
trigger1 = AnimElem = 1
value = -2

[State 852, Bind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 30, 0

[State 852, TargetState]
type = TargetState
trigger1 = AnimElem = 1
value = 856


[State 910, 8]
type = TargetPowerAdd
trigger1 = AnimElem = 1
value = 50

[State 910, 8]
type = PowerAdd
trigger1 = AnimElem = 1
value = 60


[State 1000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Var(1) = 6
trigger1 = Time = 0
value = -4

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Var(1) = 8
trigger1 = Time = 0
value = -24

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Var(1) = 10
trigger1 = Time = 0
value = -44

[State 852, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 852, PlayerPush]
type = PlayerPush
trigger1 = 1
Value = 0

[State 852, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 10
channel = 0

[State 852, PosAdd]
type = PosAdd
trigger1 = Time >= 20
y = 10

[State 852, 5]
type = ChangeState
trigger1 = Time >= 20
value = 853

;---------------------------------------------------------------------------
; Pile Driver Jump
[Statedef 853]
type    = A
movetype= I
physics = N
juggle  = 0
velset = -3,-6
anim = 44
ctrl = 0

[State 853, ChangeAnim]
type = null ;ChangeAnim
trigger1 = Time <= 10
value = 44

[State 853, VelSet]
type = VelAdd
trigger1 = 1
y = .4

[State 853, ChangeState]
type = ChangeState
triggerall = Time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 52

;---------------------------------------------------------------------------
; Alpha Counter
[Statedef 900]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 900
sprpriority = 2

[State 900, 0]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP
time = 20

[State 900, 1]
type = Pause
trigger1 = Anim = 900
trigger1 = AnimElem = 2
movetime = 20
time = 20

[State 900, 1]
type = PowerAdd
trigger1 = Anim = 900
trigger1 = AnimElem = 2
value = -1000

[State 900, 2]
type = PlaySnd
trigger1 = Anim = 900
trigger1 = AnimElem = 2
value = 4, 1

[State 900, 3]
type = EnvColor
trigger1 = Anim = 900
trigger1 = AnimElem = 2
value = 250,250,250 
time = 1

[State 900, 4]
type = Explod
trigger1 = Anim = 900
trigger1 = AnimElem = 2
anim = 910	;Counter Spark
pos = 30,-55
postype = p1
bindtime = -1
persistent = 0
pausemovetime = -1
ownpal = 1

[State 900, 5]
type = ChangeAnim
trigger1 = Anim = 900
trigger1 = AnimTime = 0
value = 225

[State 900, 2]
type = PlaySnd
trigger1 = Anim = 225
trigger1 = AnimElem = 3
value = 1, 3

[State 900, 2]
type = PlaySnd
trigger1 = Anim = 225
trigger1 = AnimElem = 3
value = 10, 7
channel = 0

[State 900, Width]
type = Width
trigger1 = Anim = 225
trigger1 = AnimElem = 3, >= 0
value = 60,-30

[State 900, Width]
type = Width
trigger1 = Anim = 225
trigger1 = AnimElem = 5, >= 0
value = 20,0

[State 900, Hit]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 100, 10
animtype = Heavy
hitflag = MAF
priority = 3, Hit
pausetime = 10, 9
sparkno = 2
sparkxy = -10, -80
hitsound = S2,3
guardsound = S2,0 ;6, 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
fall.recover = 0
air.hittime = 10
p2stateno = 910
air.fall = 1
fall = 1

[State 900, 6]
type = Explod
trigger1 = MoveHit
anim = 920	;Spin Spark
id = 920
pos = 0,-20
ontop = 1
postype = p2
bindtime = -1
persistent = 0
removetime = 35
ownpal = 1

[State 900, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Sonic Boom
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 10
ctrl = 0
velset = 0,0
anim = 1000

[State 1000, VarSet]
type = VarSet
trigger1 = Time <= 1
;trigger1 = command = "sboom_x"
v = 1
value = 3


[State 1000, Width]
type = Width
trigger1 = 1
value = 10,0

[State 1000, 1]
type = PlaySnd
trigger1 = Var(1) < 6
trigger1 = AnimElem = 3
value = 10, 2
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = Var(1) >= 6
trigger1 = AnimElem = 3
value = 10, 5
channel = 0

[State 1000, 2]
type = Explod
trigger1 = AnimElem = 3
id = 1000
anim = 1005
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 4
shadow = 100,100,100

[State 1000, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0

[State 1000, 2]
type = Explod
trigger1 = Var(1) >= 6
trigger1 = AnimElem = 5
id = 1040
anim = 1041
pos = 10,-60
postype = p1
bindtime = -1
sprpriority = -2
shadow = 100,100,100

[State 1000, 2]
type = Explod
trigger1 = Var(1) >= 6
trigger1 = AnimElem = 5
id = 1040
anim = 1040
pos = 10,-60
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1020
projhitanim = 1021
;projshadow = -1
offset = 70, -60
velocity = var(1), 0
accel = 0, 0
projhits = 1
projmisstime = 0
sprpriority = 5
; HitDef
attr = S, SP
damage    = 40,4
getpower = 90,60
givepower = 60,44
animtype  = Heavy
guardflag = MA
pausetime = 3,6
sparkno = 2
sparkxy = 40, 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

;---------------------------------------------------------------------------
; Sonic Boom
[Statedef 1000111]
type    = S
movetype= A
physics = S
juggle  = 10
ctrl = 0
velset = 0,0
anim = 1000



[State 1000, VarSet]
type = VarSet
trigger1 = Time <= 1
;trigger1 = command = "sboom_y"
v = 1
value = 4



;[State 1000, VarSet]
;type = VarSet
;trigger1 = Time = 0
;trigger1 = command = "sboom_s"
;v = 1
;value = 6

[State 1000, Width]
type = Width
trigger1 = 1
value = 10,0

[State 1000, 1]
type = PlaySnd
trigger1 = Var(1) < 6
trigger1 = AnimElem = 3
value = 10, 2
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = Var(1) >= 6
trigger1 = AnimElem = 3
value = 10, 5
channel = 0

[State 1000, 2]
type = Explod
trigger1 = AnimElem = 3
id = 1000
anim = 1005
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 4
shadow = 100,100,100

[State 1000, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0

[State 1000, 2]
type = Explod
trigger1 = Var(1) >= 6
trigger1 = AnimElem = 5
id = 1040
anim = 1041
pos = 10,-60
postype = p1
bindtime = -1
sprpriority = -2
shadow = 100,100,100

[State 1000, 2]
type = Explod
trigger1 = Var(1) >= 6
trigger1 = AnimElem = 5
id = 1040
anim = 1040
pos = 10,-60
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1020
projhitanim = 1021
;projshadow = -1
offset = 70, -60
velocity = var(1), 0
accel = 0, 0
projhits = 1
projmisstime = 0
sprpriority = 5
; HitDef
attr = S, SP
damage    = 60,5
getpower = 90,60
givepower = 60,44
animtype  = Heavy
guardflag = MA
pausetime = 3,6
sparkno = 2
sparkxy = 40, 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


;---------------------------------------------------------------------------
; Sonic Boom
[Statedef 1000112]
type    = S
movetype= A
physics = S
juggle  = 10
ctrl = 0
velset = 0,0
anim = 1000



[State 1000, VarSet]
type = VarSet
trigger1 = Time <= 1
;trigger1 = command = "sboom_z"
v = 1
value = 5

;[State 1000, VarSet]
;type = VarSet
;trigger1 = Time = 0
;trigger1 = command = "sboom_s"
;v = 1
;value = 6

[State 1000, Width]
type = Width
trigger1 = 1
value = 10,0

[State 1000, 1]
type = PlaySnd
trigger1 = Var(1) < 6
trigger1 = AnimElem = 3
value = 10, 2
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = Var(1) >= 6
trigger1 = AnimElem = 3
value = 10, 5
channel = 0

[State 1000, 2]
type = Explod
trigger1 = AnimElem = 3
id = 1000
anim = 1005
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 4
shadow = 100,100,100

[State 1000, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0

[State 1000, 2]
type = Explod
trigger1 = Var(1) >= 6
trigger1 = AnimElem = 5
id = 1040
anim = 1041
pos = 10,-60
postype = p1
bindtime = -1
sprpriority = -2
shadow = 100,100,100

[State 1000, 2]
type = Explod
trigger1 = Var(1) >= 6
trigger1 = AnimElem = 5
id = 1040
anim = 1040
pos = 10,-60
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100



[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1020
projhitanim = 1021
;projshadow = -1
offset = 70, -60
velocity = 5, 0
accel = 0, 0
projhits = 1
projmisstime = 0
sprpriority = 5
; HitDef
attr = S, SP
damage    = 78,6
getpower = 90,60
givepower = 60,44
animtype  = Heavy
guardflag = MA
pausetime = 3,6
sparkno = 2
sparkxy = 40, 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
;---------------------------------------------------------------------------
; Flash Kick
[Statedef 1100]
type    = A
movetype= A
physics = N
juggle  =10
ctrl = 0
velset = 0,0
anim = 1100

[State 1100, VarSet]
type = VarSet
trigger1 = Time <= 1
;trigger1 = command = "fkick_a"
v = 1
value = 4



[State 1100, Width]
type = Width
trigger1 = Anim = 1100
trigger1 = AnimElem = 10, < 0
value = 20,0

[State 1100, Width]
type = Width
trigger1 = Anim = 1100
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 10, < 0
value = 30,0

[State 1100, 3]
type = PlaySnd
triggerall = Var(1) < 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
value = 10, 3
channel = 0

[State 1100, 3]
type = PlaySnd
triggerall = Var(1) >= 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
value = 10, 4
channel = 0

[State 1100, VelSet]
type = VelSet
trigger1 = Anim = 1100
trigger1 = AnimElem = 2
x = 2

[State 1100, VelSet]
type = VelSet
trigger1 = Anim = 1100
trigger1 = AnimElem = 2
y = -Var(1)

[State 1100, VelAdd]
type = VelAdd
;trigger1 = Var(1) < 10
trigger1 = Time > 5
;trigger2 = Var(1) >= 10
y = .4

[State 1100, 2]
type = HitDef
trigger1 = P2BodyDist X < 50
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
attr = A, SA
damage    = 25,3
getpower = 60,16
givepower = 30,22
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -50
hitsound = S2, 6
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-8
airguard.velocity = -2,-4
fall.animtype = Light
air.type = Low
air.velocity = -4,-8
air.hittime = 12
air.fall = 1
fall = 1

[State 1100, 3]
type = PlaySnd
trigger1 = Anim = 1100
trigger1 = AnimElem = 7
value = 5, 1

[State 1100, 4]
type = HitDef
triggerall = Var(1) < 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 7
attr = A, SA
damage    = 25,2
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -70
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-8
airguard.velocity = -2,-4
air.type = High
air.velocity = -4,-8
air.hittime = 12
air.fall = 1
fall = 1

[State 1100, 5]
type = Explod
triggerall = Var(1) < 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 7
id = 1101
anim = 1101
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, 5]
type = Explod
triggerall = Var(1) < 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 8
id = 1102
anim = 1102
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, 5]
type = Explod
triggerall = Var(1) < 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 9
id = 1103
anim = 1103
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 8
id = 1101

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 9
id = 1102

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 10
id = 1103

[State 1200, ChangeAnim]
type = ChangeAnim
triggerall = Var(1) >= 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 14
value = 5061

[State 1100, ChangeState]
type = ChangeState
triggerall = Var(1) < 10
triggerall = Time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 52

[State 1100, ChangeState]
type = ChangeState
triggerall = Var(1) >= 10
triggerall = Time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 5110

;---------------------------------------------------------------------------
; Flash Kick
[Statedef 1100112]
type    = A
movetype= A
physics = N
juggle  = 10
ctrl = 0
velset = 0,0
anim = 1100


[State 1100, VarSet]
type = VarSet
trigger1 = Time <= 1
;trigger1 = command = "fkick_b"
v = 1
value = 6



[State 1100, Width]
type = Width
trigger1 = Anim = 1100
trigger1 = AnimElem = 10, < 0
value = 20,0

[State 1100, Width]
type = Width
trigger1 = Anim = 1100
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 10, < 0
value = 30,0

[State 1100, 3]
type = PlaySnd
triggerall = Var(1) < 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
value = 10, 3
channel = 0

[State 1100, 3]
type = PlaySnd
triggerall = Var(1) >= 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
value = 10, 4
channel = 0

[State 1100, VelSet]
type = VelSet
trigger1 = Anim = 1100
trigger1 = AnimElem = 2
x = 2

[State 1100, VelSet]
type = VelSet
trigger1 = Anim = 1100
trigger1 = AnimElem = 2
y = -Var(1)

[State 1100, VelAdd]
type = VelAdd
;trigger1 = Var(1) < 10
trigger1 = Time > 5
;trigger2 = Var(1) >= 10
y = .4

[State 1100, 2]
type = HitDef
trigger1 = P2BodyDist X < 50
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
attr = A, SA
damage    = 35,3
getpower = 60,16
givepower = 30,22
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -50
hitsound = S2, 6
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-8
airguard.velocity = -2,-4
fall.animtype = Light
air.type = Low
air.velocity = -4,-8
air.hittime = 12
air.fall = 1
fall = 1

[State 1100, 3]
type = PlaySnd
trigger1 = Anim = 1100
trigger1 = AnimElem = 7
value = 5, 1

[State 1100, 4]
type = HitDef
triggerall = Var(1) < 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 7
attr = A, SA
damage    = 35,4
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -70
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-8
airguard.velocity = -2,-4
air.type = High
air.velocity = -4,-8
air.hittime = 12
air.fall = 1
fall = 1

[State 1100, 5]
type = Explod
triggerall = Var(1) < 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 7
id = 1101
anim = 1101
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, 5]
type = Explod
triggerall = Var(1) < 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 8
id = 1102
anim = 1102
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, 5]
type = Explod
triggerall = Var(1) < 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 9
id = 1103
anim = 1103
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 8
id = 1101

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 9
id = 1102

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 10
id = 1103

[State 1200, ChangeAnim]
type = ChangeAnim
triggerall = Var(1) >= 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 14
value = 5061

[State 1100, ChangeState]
type = ChangeState
triggerall = Var(1) < 10
triggerall = Time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 52

[State 1100, ChangeState]
type = ChangeState
triggerall = Var(1) >= 10
triggerall = Time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 5110

;---------------------------------------------------------------------------
; Flash Kick
[Statedef 1100113]
type    = A
movetype= A
physics = N
juggle  = 10
ctrl = 0
velset = 0,0
anim = 1100



[State 1100, VarSet]
type = VarSet
trigger1 = Time <= 1
;trigger1 = command = "fkick_c"
v = 1
value = 8



[State 1100, Width]
type = Width
trigger1 = Anim = 1100
trigger1 = AnimElem = 10, < 0
value = 20,0

[State 1100, Width]
type = Width
trigger1 = Anim = 1100
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 10, < 0
value = 30,0

[State 1100, 3]
type = PlaySnd
triggerall = Var(1) < 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
value = 10, 3
channel = 0

[State 1100, 3]
type = PlaySnd
triggerall = Var(1) >= 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
value = 10, 4
channel = 0

[State 1100, VelSet]
type = VelSet
trigger1 = Anim = 1100
trigger1 = AnimElem = 2
x = 2

[State 1100, VelSet]
type = VelSet
trigger1 = Anim = 1100
trigger1 = AnimElem = 2
y = -Var(1)

[State 1100, VelAdd]
type = VelAdd
;trigger1 = Var(1) < 10
trigger1 = Time > 5
;trigger2 = Var(1) >= 10
y = .4

[State 1100, 2]
type = HitDef
trigger1 = P2BodyDist X < 50
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
attr = A, SA
damage = 45, 4
getpower = 60,16
givepower = 30,22
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -50
hitsound = S2, 6
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-8
airguard.velocity = -2,-4
fall.animtype = Light
air.type = Low
air.velocity = -4,-8
air.hittime = 12
air.fall = 1
fall = 1

[State 1100, 3]
type = PlaySnd
trigger1 = Anim = 1100
trigger1 = AnimElem = 7
value = 5, 1

[State 1100, 4]
type = HitDef
triggerall = Var(1) < 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 7
attr = A, SA
damage = 45, 4
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -70
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-8
airguard.velocity = -2,-4
air.type = High
air.velocity = -4,-8
air.hittime = 12
air.fall = 1
fall = 1

[State 1100, 5]
type = Explod
triggerall = Var(1) < 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 7
id = 1101
anim = 1101
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, 5]
type = Explod
triggerall = Var(1) < 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 8
id = 1102
anim = 1102
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, 5]
type = Explod
triggerall = Var(1) < 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 9
id = 1103
anim = 1103
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 8
id = 1101

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 9
id = 1102

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 10
id = 1103

[State 1200, ChangeAnim]
type = ChangeAnim
triggerall = Var(1) >= 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 14
value = 5061

[State 1100, ChangeState]
type = ChangeState
triggerall = Var(1) < 10
triggerall = Time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 52

[State 1100, ChangeState]
type = ChangeState
triggerall = Var(1) >= 10
triggerall = Time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 5110


;---------------------------------------------------------------------------
; Flash Kick
[Statedef 1100111]
type    = A
movetype= A
physics = N
juggle  = 5
ctrl = 0
velset = 0,0
anim = 1100



[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "fkick_s"
v = 1
value = 10

[State 1100, Width]
type = Width
trigger1 = Anim = 1100
trigger1 = AnimElem = 10, < 0
value = 20,0

[State 1100, Width]
type = Width
trigger1 = Anim = 1100
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 10, < 0
value = 30,0

[State 1100, 3]
type = PlaySnd
triggerall = Var(1) < 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
value = 10, 3
channel = 0

[State 1100, 3]
type = PlaySnd
triggerall = Var(1) >= 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
value = 10, 4
channel = 0

[State 1100, VelSet]
type = VelSet
trigger1 = Anim = 1100
trigger1 = AnimElem = 2
x = 2

[State 1100, VelSet]
type = VelSet
trigger1 = Anim = 1100
trigger1 = AnimElem = 2
y = -Var(1)

[State 1100, VelAdd]
type = VelAdd
;trigger1 = Var(1) < 10
trigger1 = Time > 5
;trigger2 = Var(1) >= 10
y = .4

[State 1100, 2]
type = HitDef
trigger1 = P2BodyDist X < 50
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
attr = A, SA
damage = 20, 1
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -50
hitsound = S2, 6
guardsound = S2, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -4,-8
airguard.velocity = -2,-4
fall.animtype = Light
air.type = Low
air.velocity = -4,-8
air.hittime = 12
air.fall = 1
fall = 1

[State 1100, 3]
type = PlaySnd
trigger1 = Anim = 1100
trigger1 = AnimElem = 7
value = 5, 1

[State 1100, 4]
type = HitDef
triggerall = Var(1) < 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 7
attr = A, SA
damage = 20, 1
getpower = 25,12
givepower = 12,6
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -70
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-8
airguard.velocity = -2,-4
air.type = High
air.velocity = -4,-8
air.hittime = 12
air.fall = 1
fall = 1

[State 1100, 5]
type = Explod
triggerall = Var(1) < 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 7
id = 1101
anim = 1101
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, 5]
type = Explod
triggerall = Var(1) < 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 8
id = 1102
anim = 1102
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, 5]
type = Explod
triggerall = Var(1) < 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 9
id = 1103
anim = 1103
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 8
id = 1101

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 9
id = 1102

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 10
id = 1103

[State 1200, ChangeAnim]
type = ChangeAnim
triggerall = Var(1) >= 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 14
value = 5061

[State 1100, ChangeState]
type = ChangeState
triggerall = Var(1) < 10
triggerall = Time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 52

[State 1100, ChangeState]
type = ChangeState
triggerall = Var(1) >= 10
triggerall = Time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 5110




;---------------------------------------------------------------------------
; Land
[Statedef 1125]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 5

[State 1125, 1]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 1125, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Tornado Kick
[Statedef 1200]
type    = A
movetype= A
physics = N
juggle  = 15
velset = 0,0
anim = 1200
ctrl = 0






[State 1200, VarSet]
type = VarSet
trigger1 = Time = 0
v = 2
value = 0

[State 1200, VarSet]
type = VarAdd
trigger1 = AnimTime = 0
v = 2
value = 1

;[State 1200, ChangeAnim]
;type = ChangeAnim
;trigger1 = Time < 5
;value = 1200

[State 1200, VelSet]
type = VelSet
trigger1 = Anim = 1200
trigger1 = AnimElem = 1
x = 3
y = -8

[State 1200, VelSet]
type = VelSet
trigger1 = Anim = 1200
trigger1 = AnimElem = 2
y = 0

[State 1200, VelAdd]
type = VelAdd
trigger1 = Anim != 1200
y = .5

[State 1210, 2]
type = null ;PlaySnd
trigger1 = Time = 5
value = 10, 6
channel = 0

[State 1200, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
value = 1, 3

[State 1200, 3]
type = HitDef
trigger1 = AnimElem = 4
;trigger2 = AnimElem = 8
attr = A, SA
damage = 35, 3
getpower = 40,14
givepower = 20,12
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -20, -50
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6,0
airguard.velocity = -3,-1
air.type = Low
air.velocity = -4,-2
air.hittime = 15
air.fall = 1



[State 1200, 3]
type = HitDef
trigger1 = AnimElem = 8
attr = A, SA
damage = 17, 2
getpower = 40,14
givepower = 20,12
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -20, -50
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4,-4
;airguard.velocity = -3,-2
air.type = Low
air.velocity = -4,-4
air.hittime = 15
air.fall = 1
fall = 1

[State 1200, VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 2
y = 1

[State 1200, PosAdd]
type = PosAdd
trigger1 = AnimTime = 0
y = 10

[State 1200, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElem = 10
value = 44
elem = 3

[State 1200, ChangeState]
type = ChangeState
triggerall = Time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 52


;---------------------------------------------------------------------------
; Tornado Kick
[Statedef 1200111]
type    = A
movetype= A
physics = N
juggle  = 15
velset = 0,0
anim = 1200111
ctrl = 0






[State 1200, VarSet]
type = VarSet
trigger1 = Time = 0
v = 2
value = 0

[State 1200, VarSet]
type = VarAdd
trigger1 = AnimTime = 0
v = 2
value = 1


[State 1200, VelSet]
type = VelSet
trigger1 = Anim = 1200111
trigger1 = AnimElem = 1
x = 3
y = -8

[State 1200, VelSet]
type = VelSet
trigger1 = Anim = 1200111
trigger1 = AnimElem = 2
y = 0

[State 1200, VelAdd]
type = VelAdd
trigger1 = Anim != 1200111
y = .5

[State 1210, 2]
type = null ;PlaySnd
trigger1 = Time = 5
value = 10, 6
channel = 0

[State 1200, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 13
value = 1, 3

[State 1200, 3]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
attr = A, SA
damage = 33, 3
getpower = 40,14
givepower = 20,12
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -20, -50
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6,0
airguard.velocity = -3,-1
air.type = Low
air.velocity = -4,-2
air.hittime = 15
air.fall = 1

[State 1200, 3]
type = HitDef
trigger1 = AnimElem = 14
attr = A, SA
damage = 10, 2
getpower = 40,14
givepower = 20,12
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -20, -50
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4,-4
;airguard.velocity = -3,-2
air.type = Low
air.velocity = -4,-4
air.hittime = 15
air.fall = 1
fall = 1

[State 1200, VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 2
y = 1

[State 1200, PosAdd]
type = PosAdd
trigger1 = AnimTime = 0
y = 10

[State 1200, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElem = 15
value = 44
elem = 3

[State 1200, ChangeState]
type = ChangeState
triggerall = Time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 52
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Tornado Kick
[Statedef 1200112]
type    = A
movetype= A
physics = N
juggle  = 15
velset = 0,0
anim = 1200112
ctrl = 0






[State 1200, VarSet]
type = VarSet
trigger1 = Time = 0
v = 2
value = 0

[State 1200, VarSet]
type = VarAdd
trigger1 = AnimTime = 0
v = 2
value = 1


[State 1200, VelSet]
type = VelSet
trigger1 = Anim = 1200112
trigger1 = AnimElem = 1
x = 3
y = -8

[State 1200, VelSet]
type = VelSet
trigger1 = Anim = 1200112
trigger1 = AnimElem = 2
y = 0

[State 1200, VelAdd]
type = VelAdd
trigger1 = Anim != 1200112
y = .5

[State 1210, 2]
type = null ;PlaySnd
trigger1 = Time = 5
value = 10, 6
channel = 0

[State 1200, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 13
trigger4 = AnimElem = 17
value = 1, 3

[State 1200, 3]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 14
attr = A, SA
damage = 30, 3
getpower = 40,14
givepower = 20,12
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -20, -50
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6,0
airguard.velocity = -3,-1
air.type = Low
air.velocity = -4,-2
air.hittime = 15
air.fall = 1

[State 1200, 3]
type = HitDef
trigger1 = AnimElem = 18
attr = A, SA
damage = 15, 2
getpower = 40,14
givepower = 20,12
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -20, -50
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4,-4
;airguard.velocity = -3,-2
air.type = Low
air.velocity = -4,-4
air.hittime = 15
air.fall = 1
fall = 1 

[State 1200, VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 2
y = 1

[State 1200, PosAdd]
type = PosAdd
trigger1 = AnimTime = 0
y = 10

[State 1200, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElem = 20
value = 44
elem = 3

[State 1200, ChangeState]
type = ChangeState
triggerall = Time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 52
;---------------------------------------------------------------------------
