; Charlie's Special states
;---------------------------------------------------------------------------
; Pile Driver Suplex
[Statedef 880]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 880

[State 880, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 880, Width]
type = Width
trigger1 = 1
edge = 40,40

[State 880, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 880, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = -Var(1)+8 
y = -Var(1)

[State 880, VelAdd]
type = VelAdd
trigger1 = Time > 20
y = .8

[State 880, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 5
channel = 0

[State 880, SprPriority]
type = SprPriority
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
value = 2

[State 880, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = -10

[State 880, SprPriority]
type = SprPriority
trigger1 = AnimElem = 3
value = -2

[State 880, Bind]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 10, 0

[State 880, Bind]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = 55, -80

[State 880, Bind]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = 25, -60

[State 880, Bind]
type = TargetBind
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
pos = 20, -100

[State 880, Bind]
type = TargetBind
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 6, < 0
pos = 0, -95

[State 880, Bind]
type = TargetBind
trigger1 = AnimElem = 6, >= 0
trigger1 = AnimElem = 7, < 0
pos = -10, -85

[State 880, Bind]
type = TargetBind
trigger1 = AnimElem = 7, >= 0
pos = -40, -50

[State 880, 4]
type = ChangeState
trigger1 = Time > 30
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 881

;---------------------------------------------------------------------------
; Pile Driver Land
[Statedef 881]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 881

[State 880, PosSet]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 880, HitAdd]
type = HitAdd
trigger1 = AnimElem = 1
value = 1

[State 880, Bind]
type = TargetBind
trigger1 = AnimElem = 1
pos = -50, 0

[State 880, TargetState]
type = TargetState
trigger1 = AnimElem = 1
value = 816

[State 880, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Var(1) <= 10
trigger1 = AnimElem = 1
value = -20

[State 880, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Var(1) = 11
trigger1 = AnimElem = 1
value = -40

[State 880, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Var(1) >= 12
trigger1 = AnimElem = 1
value = -60

[State 910, 8]
type = TargetPowerAdd
trigger1 = AnimElem = 1
value = 80

[State 910, 8]
type = PowerAdd
trigger1 = AnimElem = 1
value = 90

[State 880, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 900, 0]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP
time = 2

[State 900, 1]
type = Pause
trigger1 = Anim = 900
trigger1 = AnimElem = 3
movetime = 20
time = 20

[State 900, 1]
type = PowerAdd
trigger1 = Anim = 900
trigger1 = AnimElem = 3
value = -1000

[State 900, 2]
type = PlaySnd
trigger1 = Anim = 900
trigger1 = AnimElem = 3
value = 4, 1

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

[State 900, 4]
type = Explod
trigger1 = Anim = 900
trigger1 = AnimElem = 3
anim = 910	;Counter Spark
pos = 55,-55
postype = p1
bindtime = -1
persistent = 0
pausemovetime = -1
ownpal = 1

[State 900, Anim]
type = ChangeAnim
trigger1 = Anim = 900
trigger1 = AnimTime = 0
value = 220

[State 900, PlaySnd]
type = PlaySnd
trigger1 = Anim = 220
trigger1 = AnimElem = 2
value = 10, 6
channel = 0

[State 900, PlaySnd]
type = PlaySnd
trigger1 = Anim = 220
trigger1 = AnimElem = 2
value = 1, 3

[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, Explod]
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, Width]
type = Width
trigger1 = Anim = 220
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
value = 20,-10

[State 900, Width]
type = Width
trigger1 = Anim = 220
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
value = 60,-30

[State 900, Width]
type = Width
trigger1 = Anim = 220
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
value = 80,-40

[State 900, Width]
type = Width
trigger1 = Anim = 220
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
value = 30,-20

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

;---------------------------------------------------------------------------
; Sonic Boom
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
;poweradd = 100
anim = 1000
ctrl = 0



[State 1000, VarSet]
type = VarSet
;trigger1 = Command = "sboom_x"
trigger1 = AnimElem = 1
v = 1
value = 4



[State 1000, Width]
type = Width
trigger1 = Anim = 1000
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 4, < 0
value = 10,0

[State 1000, Width]
type = Width
trigger1 = Anim = 1000
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 8, < 0
trigger2 = Anim = 1001
trigger2 = AnimElem = 5, < 0
value = 20,0

[State 1000, Width]
type = Width
trigger1 = Anim = 1002
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
value = 20,-10

[State 1000, Width]
type = Width
trigger1 = Anim = 1002
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
value = 60,-30

[State 1000, Width]
type = Width
trigger1 = Anim = 1002
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
value = 80,-40

[State 1000, Width]
type = Width
trigger1 = Anim = 1002
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
value = 30,-20



[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1000
trigger1 = AnimElem = 3
trigger2 = Anim = 1001
trigger2 = AnimElem = 2
trigger3 = Anim = 1002
trigger3 = AnimElem = 2
trigger4 = Anim = 1003
trigger4 = AnimElem = 2
value = 10, 1
channel = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1000
trigger1 = AnimElem = 4
trigger2 = Anim = 1001
trigger2 = AnimElem = 3
trigger3 = Anim = 1002
trigger3 = AnimElem = 3
trigger4 = Anim = 1003
trigger4 = AnimElem = 3
value = 5, 0


[State 1000, 2]
type = Explod
trigger1 = Anim = 1000
trigger1 = AnimElem = 3
id = 1010
anim = 1010
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 1000, 2]
type = Explod
trigger1 = Anim = 1001
trigger1 = AnimElem = 2
id = 1010
anim = 1011
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 1000, 2]
type = Explod
trigger1 = Anim = 1002
trigger1 = AnimElem = 2
id = 1010
anim = 1012
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 1000, 2]
type = RemoveExplod
trigger1 = AnimElem = 1, <= 1

[State 1000, 4]
type = Projectile
trigger1 = Anim = 1000
trigger1 = AnimElem = 5
trigger2 = Anim = 1001 || Anim = 1003
trigger2 = AnimElem = 3
projanim = 1020
projhitanim = 1021
;projshadow = -1
offset = 70, -70
velocity = var(1), 0
accel = 0, 0
projhits = 1
projmisstime = 0
sprpriority = 4
; HitDef
attr = S, SP
damage    = 40,4
getpower = 90,60
givepower = 60,44
animtype  = Heavy
guardflag = MA
pausetime = 3,6
sparkno = 2
sparkxy = 10, 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, 4]
type = Projectile
trigger1 = Anim = 1002
trigger1 = AnimElem = 3
projanim = 1020
projhitanim = 1021
;projshadow = -1
offset = 120, -70
velocity = var(1), 0
accel = 0, 0
projhits = 1
projmisstime = 0
sprpriority = 4
; HitDef
attr = S, SP
damage    = 40,4
getpower = 90,60
givepower = 60,44
animtype  = Heavy
guardflag = MA
pausetime = 3,6
sparkno = 2
sparkxy = 10, 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, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Sonic Boom
[Statedef 1000111]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
;poweradd = 100
anim = 1000
ctrl = 0


[State 1000, VarSet]
type = VarSet
;trigger1 = Command = "sboom_y"
trigger1 = AnimElem = 1
v = 1
value = 6



[State 1000, Width]
type = Width
trigger1 = Anim = 1000
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 4, < 0
value = 10,0

[State 1000, Width]
type = Width
trigger1 = Anim = 1000
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 8, < 0
trigger2 = Anim = 1001
trigger2 = AnimElem = 5, < 0
value = 20,0

[State 1000, Width]
type = Width
trigger1 = Anim = 1002
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
value = 20,-10

[State 1000, Width]
type = Width
trigger1 = Anim = 1002
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
value = 60,-30

[State 1000, Width]
type = Width
trigger1 = Anim = 1002
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
value = 80,-40

[State 1000, Width]
type = Width
trigger1 = Anim = 1002
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
value = 30,-20



[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1000
trigger1 = AnimElem = 3
trigger2 = Anim = 1001
trigger2 = AnimElem = 2
trigger3 = Anim = 1002
trigger3 = AnimElem = 2
trigger4 = Anim = 1003
trigger4 = AnimElem = 2
value = 10, 1
channel = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1000
trigger1 = AnimElem = 4
trigger2 = Anim = 1001
trigger2 = AnimElem = 3
trigger3 = Anim = 1002
trigger3 = AnimElem = 3
trigger4 = Anim = 1003
trigger4 = AnimElem = 3
value = 5, 0


[State 1000, 2]
type = Explod
trigger1 = Anim = 1000
trigger1 = AnimElem = 3
id = 1010
anim = 1010
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 1000, 2]
type = Explod
trigger1 = Anim = 1001
trigger1 = AnimElem = 2
id = 1010
anim = 1011
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 1000, 2]
type = Explod
trigger1 = Anim = 1002
trigger1 = AnimElem = 2
id = 1010
anim = 1012
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 1000, 2]
type = RemoveExplod
trigger1 = AnimElem = 1, <= 1

[State 1000, 4]
type = Projectile
trigger1 = Anim = 1000
trigger1 = AnimElem = 5
trigger2 = Anim = 1001 || Anim = 1003
trigger2 = AnimElem = 3
projanim = 1020
projhitanim = 1021
;projshadow = -1
offset = 70, -70
velocity = var(1), 0
accel = 0, 0
projhits = 1
projmisstime = 0
sprpriority = 4
; HitDef
attr = S, SP
damage    = 60,5
getpower = 90,60
givepower = 60,44
animtype  = Heavy
guardflag = MA
pausetime = 3,6
sparkno = 2
sparkxy = 10, 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, 4]
type = Projectile
trigger1 = Anim = 1002
trigger1 = AnimElem = 3
projanim = 1020
projhitanim = 1021
;projshadow = -1
offset = 120, -70
velocity = var(1), 0
accel = 0, 0
projhits = 1
projmisstime = 0
sprpriority = 4
; HitDef
attr = S, SP
damage    = 60,5
getpower = 90,60
givepower = 60,44
animtype  = Heavy
guardflag = MA
pausetime = 3,6
sparkno = 2
sparkxy = 10, 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, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Sonic Boom
[Statedef 1000112]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
;poweradd = 100
anim = 1000
ctrl = 0


[State 1000, VarSet]
type = VarSet
trigger1 = Command = "sboom_z"
trigger1 = AnimElem = 1
v = 1
value = 8




[State 1000, Width]
type = Width
trigger1 = Anim = 1000
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 4, < 0
value = 10,0

[State 1000, Width]
type = Width
trigger1 = Anim = 1000
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 8, < 0
trigger2 = Anim = 1001
trigger2 = AnimElem = 5, < 0
value = 20,0

[State 1000, Width]
type = Width
trigger1 = Anim = 1002
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
value = 20,-10

[State 1000, Width]
type = Width
trigger1 = Anim = 1002
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
value = 60,-30

[State 1000, Width]
type = Width
trigger1 = Anim = 1002
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
value = 80,-40

[State 1000, Width]
type = Width
trigger1 = Anim = 1002
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
value = 30,-20



[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1000
trigger1 = AnimElem = 3
trigger2 = Anim = 1001
trigger2 = AnimElem = 2
trigger3 = Anim = 1002
trigger3 = AnimElem = 2
trigger4 = Anim = 1003
trigger4 = AnimElem = 2
value = 10, 1
channel = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1000
trigger1 = AnimElem = 4
trigger2 = Anim = 1001
trigger2 = AnimElem = 3
trigger3 = Anim = 1002
trigger3 = AnimElem = 3
trigger4 = Anim = 1003
trigger4 = AnimElem = 3
value = 5, 0


[State 1000, 2]
type = Explod
trigger1 = Anim = 1000
trigger1 = AnimElem = 3
id = 1010
anim = 1010
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 1000, 2]
type = Explod
trigger1 = Anim = 1001
trigger1 = AnimElem = 2
id = 1010
anim = 1011
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 1000, 2]
type = Explod
trigger1 = Anim = 1002
trigger1 = AnimElem = 2
id = 1010
anim = 1012
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 1000, 2]
type = RemoveExplod
trigger1 = AnimElem = 1, <= 1

[State 1000, 4]
type = Projectile
trigger1 = Anim = 1000
trigger1 = AnimElem = 5
trigger2 = Anim = 1001 || Anim = 1003
trigger2 = AnimElem = 3
projanim = 1020
projhitanim = 1021
;projshadow = -1
offset = 70, -70
velocity = var(1), 0
accel = 0, 0
projhits = 1
projmisstime = 0
sprpriority = 4
; HitDef
attr = S, SP
damage    = 80,6
getpower = 90,60
givepower = 60,44
animtype  = Heavy
guardflag = MA
pausetime = 3,6
sparkno = 2
sparkxy = 10, 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, 4]
type = Projectile
trigger1 = Anim = 1002
trigger1 = AnimElem = 3
projanim = 1020
projhitanim = 1021
;projshadow = -1
offset = 120, -70
velocity = var(1), 0
accel = 0, 0
projhits = 1
projmisstime = 0
sprpriority = 4
; HitDef
attr = S, SP
damage    = 80,6
getpower = 90,60
givepower = 60,44
animtype  = Heavy
guardflag = MA
pausetime = 3,6
sparkno = 2
sparkxy = 10, 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, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Somersault Shell
[Statedef 1100]
type    = A
movetype= A
physics = N
juggle  = 2
velset = 0,0
anim = 1100
ctrl = 0

[State 1100, VarSet]
type = VarSet
;trigger1 = Command = "somersault_a"
trigger1 = AnimElem = 1
v = 1
value = 6




[State 1100, Anim]
type = ChangeAnim
trigger1 = Var(1) < 10
trigger1 = Anim = 1100
value = 1101

[State 1100, Width]
type = Width
trigger1 = Time < 15
value = 30,0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 2
channel = 0

[State 1100, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 5
y = -5

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

[State 1100, VelSet]
type = VelSet
trigger1 = AnimElem = 4,1
x = 2
y = -Var(1)

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 45, 4
getpower = 90,60
givepower = 60,44
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -80
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -6,-8
airguard.velocity = -3,-4
air.type = High
air.velocity = -4,-6
air.hittime = 15
air.fall = 1
fall = 1

[State 1100, HitDef]
type = HitDef
trigger1 = Var(1) >= 10
trigger1 = AnimElem = 6
attr = A, SA
damage = 80, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -80
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -6,-8
airguard.velocity = -3,-4
air.type = High
air.velocity = -4,-6
air.hittime = 15
air.fall = 1
fall = 1

[State 1100, Explod]
type = Explod
trigger1 = Var(1) >= 8
trigger1 = AnimElem = 3
id = 1110
anim = 1110
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, Explod]
type = Explod
trigger1 = Var(1) = 6
trigger1 = AnimElem = 3
trigger2 = Var(1) >= 8
trigger2 = AnimElem = 4
id = 1111
anim = 1111
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, Explod]
type = Explod
trigger1 = AnimElem = 5
id = 1112
anim = 1112
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, Explod]
type = Explod
trigger1 = Var(1) >= 10
trigger1 = AnimElem = 6
id = 1113
anim = 1113
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, Explod]
type = Explod
trigger1 = Var(1) >= 10
trigger1 = AnimElem = 7
id = 1114
anim = 1114
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, Explod]
type = Explod
trigger1 = Var(1) >= 10
trigger1 = AnimElem = 8
id = 1115
anim = 1115
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 4
id = 1110

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 5
id = 1111

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 6
id = 1112

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 7
id = 1113

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 8
id = 1114

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 9
id = 1115

[State 1100, VelAdd]
type = VelAdd
trigger1 = Time > 5
y = .4

[State 1100, ChangeState]
type = ChangeState
triggerall = Time > 20
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 1105

;---------------------------------------------------------------------------
; Somersault Shell
[Statedef 1100111]
type    = A
movetype= A
physics = N
juggle  = 2
velset = 0,0
anim = 1100
ctrl = 0



[State 1100, VarSet]
type = VarSet
;trigger1 = Command = "somersault_b"
trigger1 = AnimElem = 1
v = 1
value = 8




[State 1100, Anim]
type = ChangeAnim
trigger1 = Var(1) < 10
trigger1 = Anim = 1100
value = 1101

[State 1100, Width]
type = Width
trigger1 = Time < 15
value = 30,0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 2
channel = 0

[State 1100, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 5
y = -5

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

[State 1100, VelSet]
type = VelSet
trigger1 = AnimElem = 4,1
x = 2
y = -Var(1)

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 68, 5
getpower = 90,60
givepower = 60,44
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -80
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -6,-8
airguard.velocity = -3,-4
air.type = High
air.velocity = -4,-6
air.hittime = 15
air.fall = 1
fall = 1



[State 1100, Explod]
type = Explod
trigger1 = Var(1) >= 8
trigger1 = AnimElem = 3
id = 1110
anim = 1110
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, Explod]
type = Explod
trigger1 = Var(1) = 6
trigger1 = AnimElem = 3
trigger2 = Var(1) >= 8
trigger2 = AnimElem = 4
id = 1111
anim = 1111
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, Explod]
type = Explod
trigger1 = AnimElem = 5
id = 1112
anim = 1112
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, Explod]
type = Explod
trigger1 = Var(1) >= 10
trigger1 = AnimElem = 6
id = 1113
anim = 1113
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, Explod]
type = Explod
trigger1 = Var(1) >= 10
trigger1 = AnimElem = 7
id = 1114
anim = 1114
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, Explod]
type = Explod
trigger1 = Var(1) >= 10
trigger1 = AnimElem = 8
id = 1115
anim = 1115
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 4
id = 1110

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 5
id = 1111

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 6
id = 1112

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 7
id = 1113

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 8
id = 1114

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 9
id = 1115

[State 1100, VelAdd]
type = VelAdd
trigger1 = Time > 5
y = .4

[State 1100, ChangeState]
type = ChangeState
triggerall = Time > 20
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 1105

;---------------------------------------------------------------------------
; Somersault Shell
[Statedef 1100112]
type    = A
movetype= A
physics = N
juggle  = 2
velset = 0,0
anim = 1100
ctrl = 0



[State 1100, VarSet]
type = VarSet
;trigger1 = Command = "somersault_c"
trigger1 = AnimElem = 1
v = 1
value = 10


[State 1100, Anim]
type = ChangeAnim
trigger1 = Var(1) < 10
trigger1 = Anim = 1100
value = 1101

[State 1100, Width]
type = Width
trigger1 = Time < 15
value = 30,0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 2
channel = 0

[State 1100, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 5
y = -5

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

[State 1100, VelSet]
type = VelSet
trigger1 = AnimElem = 4,1
x = 2
y = -Var(1)

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 50, 6
getpower = 90,60
givepower = 60,44
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -80
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -6,-8
airguard.velocity = -3,-4
air.type = High
air.velocity = -4,-6
air.hittime = 15
air.fall = 1
fall = 1

[State 1100, HitDef]
type = HitDef
trigger1 = Var(1) >= 10
trigger1 = AnimElem = 6
attr = A, SA
damage = 50, 6
getpower = 90,60
givepower = 60,44
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -80
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -6,-8
airguard.velocity = -3,-4
air.type = High
air.velocity = -4,-6
air.hittime = 15
air.fall = 1
fall = 1

[State 1100, Explod]
type = Explod
trigger1 = Var(1) >= 8
trigger1 = AnimElem = 3
id = 1110
anim = 1110
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, Explod]
type = Explod
trigger1 = Var(1) = 6
trigger1 = AnimElem = 3
trigger2 = Var(1) >= 8
trigger2 = AnimElem = 4
id = 1111
anim = 1111
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, Explod]
type = Explod
trigger1 = AnimElem = 5
id = 1112
anim = 1112
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, Explod]
type = Explod
trigger1 = Var(1) >= 10
trigger1 = AnimElem = 6
id = 1113
anim = 1113
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, Explod]
type = Explod
trigger1 = Var(1) >= 10
trigger1 = AnimElem = 7
id = 1114
anim = 1114
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, Explod]
type = Explod
trigger1 = Var(1) >= 10
trigger1 = AnimElem = 8
id = 1115
anim = 1115
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 4
id = 1110

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 5
id = 1111

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 6
id = 1112

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 7
id = 1113

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 8
id = 1114

[State 1100, 6]
type = RemoveExplod
trigger1 = AnimElem = 9
id = 1115

[State 1100, VelAdd]
type = VelAdd
trigger1 = Time > 5
y = .4

[State 1100, ChangeState]
type = ChangeState
triggerall = Time > 20
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 1105


;---------------------------------------------------------------------------
; Somersault Land
[Statedef 1105]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 5

[State 1105, 1]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 1105, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rapid Kick
[Statedef 1500]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
poweradd = 100
anim = 1500
ctrl = 0

[State 1500, Width]
type = Width
trigger1 = Anim != 1505 
value = 10,0

[State 1500, VarSet]
type = VarSet
trigger1 = AnimElem = 2,1
trigger2 = AnimTime = 0
trigger3 = Anim = 1505
v = 1
value = 0

[State 1500, VarSet]
type = VarSet
trigger1 = command = "a"
v = 1
value = 1

[State 1500, VarSet]
type = VarSet
trigger1 = command = "b"
v = 1
value = 2

[State 1500, VarSet]
type = VarSet
trigger1 = command = "c"
v = 1
value = 3

[State 1500, Anim]
type = ChangeAnim
triggerall = Time <= 0
trigger1 = command = "a"
value = 1500

[State 1500, Anim]
type = ChangeAnim
triggerall = Time <= 0
trigger1 = command = "b"
value = 1501

[State 1500, Anim]
type = ChangeAnim
triggerall = Time <= 0
trigger1 = command = "c"
value = 1502

[State 1500, Anim]
type = ChangeAnim
triggerall = Time > 0
triggerall = AnimElem = 2, >= 0
triggerall = AnimElem = 8, <= 0
triggerall = Anim != 1500
triggerall = Anim != 1505
trigger1 = command = "a"
trigger1 = command != "b"
trigger1 = command != "c"
value = 1500
elem = animelemno(0) + 1

[State 1500, Anim]
type = ChangeAnim
triggerall = Time > 0
triggerall = AnimElem = 2, >= 0
triggerall = AnimElem = 8, <= 0
triggerall = Anim != 1501
triggerall = Anim != 1505
trigger1 = command != "a"
trigger1 = command = "b"
trigger1 = command != "c"
value = 1501
elem = animelemno(0) + 1

[State 1500, Anim]
type = ChangeAnim
triggerall = Time > 0
triggerall = AnimElem = 2, >= 0
triggerall = AnimElem = 8, <= 0
triggerall = Anim != 1502
triggerall = Anim != 1505
trigger1 = command != "a"
trigger1 = command != "b"
trigger1 = command = "c"
value = 1502
elem = animelemno(0) + 1

[State 1500, PlaySnd]
type = PlaySnd
triggerall = Anim != 1502
triggerall = Anim != 1505
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
value = 10, 11

[State 1500, PlaySnd]
type = PlaySnd
triggerall = Anim = 1502
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
value = 10, 11

[State 1500, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 50, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = 0, -80
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -6
airguard.velocity = -2,-2
air.type = Low
air.velocity = -3,-2
air.hittime = 15

[State 1500, HitDef]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
attr = S, SA
damage = 50, 10
animtype = Medium
guardflag = MA
hitflag = MAF
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  = 15
ground.velocity = -6
airguard.velocity = -2,-2
air.type = Low
air.velocity = -3,-2
air.hittime = 15

[State 1500, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 50, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = 0, -40
hitsound = S2, 6
guardsound = S2, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6
airguard.velocity = -2,-2
air.type = Low
air.velocity = -3,-2
air.hittime = 15

[State 1500, Anim]
type = ChangeAnim
triggerall = Anim != 1505
triggerall = Time >= 20
triggerall = Var(1) = 0
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
value = 1505

[State 1500, State]
type = ChangeState
trigger1 = Anim = 1505
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rolling Attack
[Statedef 1600]
type    = A
movetype= A
physics = N
juggle  = 2
velset = 0,0
poweradd = 100
anim = 1600
ctrl = 0

;[State 1600, VarSet]
;type = VarSet
;trigger1 = command = "rolla_x"
;v = 1
;value = 0

;[State 1600, VarSet]
;type = VarSet
;trigger1 = command = "rolla_y"
;v = 1
;value = 1

;[State 1600, VarSet]
;type = VarSet
;trigger1 = command = "rolla_z"
;v = 1
;value = 2

[State 1600, Anim]
type = ChangeAnim
trigger1 = Time <= 0
value = 1600 + Var(1)

[State 1600, VelSet]
type = VelSet
trigger1 = Time <= 0
trigger1 = Anim = 1600
x = 6

[State 1600, VelSet]
type = VelSet
trigger1 = Time <= 0
trigger1 = Anim = 1601
x = 8

[State 1600, VelSet]
type = VelSet
trigger1 = Time <= 0
trigger1 = Anim = 1602
x = 10

[State 1600, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 10, 5
channel = 0

[State 1600, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3
channel = 1

[State 1600, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage = 80, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -60
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -8
airguard.velocity = -4,-2
air.type = Low
air.velocity = -8,-4
air.hittime = 15
air.fall = 1

[State 1600, State]
type = ChangeState
trigger1 = MoveContact
value = 1601

[State 1600, State]
type = ChangeState
trigger1 = Time >= 50
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rolling Attack Bounce off
[Statedef 1601]
type    = A
movetype= A
physics = A
velset = -2,-8
ctrl = 0

[State 1600, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3
channel = 1

;---------------------------------------------------------------------------
; Vertical Rolling Attack
[Statedef 1650]
type    = A
movetype= A
physics = N
juggle  = 2
velset = 0,0
poweradd = 100
anim = 1600
ctrl = 0

;[State 1650, VarSet]
;type = VarSet
;trigger1 = command = "vrolla_x"
;v = 1
;value = 0

;[State 1650, VarSet]
;type = VarSet
;trigger1 = command = "vrolla_y"
;v = 1
;value = 1

;[State 1650, VarSet]
;type = VarSet
;trigger1 = command = "vrolla_z"
;v = 1
;value = 2

[State 1650, Anim]
type = ChangeAnim
trigger1 = Time <= 0
value = 1600 + Var(1)

[State 1650, VelSet]
type = VelSet
trigger1 = Time <= 0
trigger1 = Anim = 1600
x = 4
y = -4

[State 1650, VelSet]
type = VelSet
trigger1 = Time <= 0
trigger1 = Anim = 1601
x = 6
y = -6

[State 1650, VelSet]
type = VelSet
trigger1 = Time <= 0
trigger1 = Anim = 1602
x = 8
y = -8

[State 1650, VelMul]
type = VelMul
trigger1 = Time >= 5
x = .9

[State 1650, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 10, 5
channel = 0

[State 1650, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3
channel = 1

[State 1650, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage = 80, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -60
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -8
airguard.velocity = -4,0
air.type = Low
air.velocity = -4,0
air.hittime = 15
air.fall = 1

[State 1650, State]
type = ChangeState
trigger1 = MoveContact
value = 1601

[State 1650, VelAdd]
type = VelAdd
trigger1 = Time > 5
y = .4

[State 1650, State]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; Drop Kick
[Statedef 1700]
type    = A
movetype= A
physics = N
juggle  = 10
velset = 0,0
ctrl = 0
anim = 1700

[State 1700, VarSet]
type = VarSet
trigger1 = Command = "dkick_a"
trigger1 = AnimElem = 1
v = 1
value = 6



[State 1700, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 5
channel = 0

[State 1700, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 1700, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = Var(1)
y = Var(1)

[State 1700, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 60, 4
getpower = 90,60
givepower = 60,44
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -24
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -10,10
airguard.velocity = -4,-1
air.type = High
down.velocity = 0,0
air.velocity = -10,10 ;-4,-2
air.hittime = 18
air.fall = 1
fall = 1

[State 1700, VelAdd]
type = VelAdd
trigger1 = Time >= 10
y = .4

[State 1700, State]
type = ChangeState
trigger1 = MoveContact
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 1701

;---------------------------------------------------------------------------
; Drop Kick
[Statedef 1700111]
type    = A
movetype= A
physics = N
juggle  = 10
velset = 0,0
ctrl = 0
anim = 1700



[State 1700, VarSet]
type = VarSet
trigger1 = Command = "dkick_b"
trigger1 = AnimElem = 1
v = 1
value = 8



[State 1700, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 5
channel = 0

[State 1700, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 1700, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = Var(1)
y = Var(1)

[State 1700, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 70, 5
getpower = 90,60
givepower = 60,44
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -24
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -10,10
airguard.velocity = -4,-1
air.type = High
down.velocity = 0,0
air.velocity = -10,10 ;-4,-2
air.hittime = 18
air.fall = 1
fall = 1

[State 1700, VelAdd]
type = VelAdd
trigger1 = Time >= 10
y = .4

[State 1700, State]
type = ChangeState
trigger1 = MoveContact
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 1701

;---------------------------------------------------------------------------
; Drop Kick
[Statedef 1700112]
type    = A
movetype= A
physics = N
juggle  = 10
velset = 0,0
ctrl = 0
anim = 1700



[State 1700, VarSet]
type = VarSet
trigger1 = Command = "dkick_c"
trigger1 = AnimElem = 1
v = 1
value = 10

[State 1700, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 5
channel = 0

[State 1700, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 1700, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = Var(1)
y = Var(1)

[State 1700, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 80, 6
getpower = 90,60
givepower = 60,44
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -24
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -10,10
airguard.velocity = -4,-1
air.type = High
down.velocity = 0,0
air.velocity = -10,10 ;-4,-2
air.hittime = 18
air.fall = 1
fall = 1

[State 1700, VelAdd]
type = VelAdd
trigger1 = Time >= 10
y = .4

[State 1700, State]
type = ChangeState
trigger1 = MoveContact
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 1701
;---------------------------------------------------------------------------
; Drop Kick Jump
[Statedef 1701]
type    = A
movetype= A
physics = A
velset = -3,-6
ctrl = 0
anim = 43

[State 1700, PosSet]
type = PosSet
trigger1 = Time = 0
trigger1 = Pos Y > 0
y = 0

[State 1700, Anim]
type = ChangeAnim
trigger1 = Time = 10
value = 46

;---------------------------------------------------------------------------
; Rising Uppercut
[Statedef 1800]
type    = A
movetype= A
physics = N
juggle  = 2
velset = 0,0
poweradd = 100
anim = 1800
ctrl = 0

;[State 1800, VarSet]
;type = VarSet
;trigger1 = command = "uppercut_x"
;v = 1
;value = 8

;[State 1800, VarSet]
;type = VarSet
;trigger1 = command = "uppercut_y"
;v = 1
;value = 9

;[State 1800, VarSet]
;type = VarSet
;trigger1 = command = "uppercut_z"
;v = 1
;value = 10

[State 1800, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 5
channel = 0

[State 1800, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = 10

[State 1800, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 1800, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
y = 10

[State 1800, VelAdd]
type = VelAdd
trigger1 = AnimElem = 3 
x = var(1)
y = -var(1)

[State 1800, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 80, 10
animtype = Medium
fall.animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 5
sparkno = 2
sparkxy = 0, -75
hitsound = S2, 3
guardsound = S2, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6,-8
airguard.velocity = -3,-4
air.type = Low
air.velocity = -4,-6
air.hittime = 15
air.fall = 1
fall = 1

[State 1800, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = 80, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -100
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -8,-10
airguard.velocity = -4,-5
air.type = High
air.velocity = -6,-8
air.hittime = 15
air.fall = 1
fall = 1

[State 1800, VelAdd]
type = VelAdd
trigger1 = Time >= 8
y = .4

[State 1800, VelMul]
type = VelMul
trigger1 = Time > 10
x = .9

[State 1800, State]
type = ChangeState
trigger1 = Time > 20
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1105

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