; Charlie's Hyper states
;---------------------------------------------------------------------------
; Hyper Strike Attempt
[Statedef 221]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 1000
ctrl = 0
velset = 0,0

[State 222, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 222, Width]
type = Width
trigger1 = Anim = 1000
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 4, < 0
value = 10,0

[State 222, Width]
type = Width
trigger1 = Anim = 1000
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 8, < 0
value = 20,0

[State 222, SuperPause]
type = SuperPause
trigger1 = Anim = 1000
trigger1 = AnimElem = 2
pos = -55, -75
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -3000

[State 222, AfterImage]
type = AfterImage
trigger1 = Anim = 1000
trigger1 = AnimElem = 2
time = 1

[State 222, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 222, 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 222, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1000
trigger1 = AnimElem = 4
value = 10, 11
channel = 0

[State 222, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1000
trigger1 = AnimElem = 4
value = 1, 3

[State 222, Flash]
type = EnvColor
trigger1 = MoveHit = 1
value = 250,250,250
ignorehitpause = 1
persistent = 0
under = 1
time = 2

[State 222, Hit]
type = HitDef
triggerall = P2StateType != A
trigger1 = Anim = 1000
trigger1 = AnimElem = 5
attr = S, HA
damage    = 90,10
animtype  = Medium
guardflag = M
hitflag = MAF
guard.pausetime = 10,10
pausetime = 40,40
sparkno = 3
sparkxy = -20,-70
hitsound   = S2,9
guardsound = S2,0
forcestand = 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 40
ground.velocity = 0,0
guard.velocity = -10
airguard.velocity = -10,-2
air.type = High
air.velocity = -20,-4
envshake.time = 30
envshake.freq = 100
envshake.ampl = -5
envshake.phase = 10
air.juggle = 1
air.fall = 1
kill = 0

[State 222, Hit]
type = HitDef
triggerall = P2StateType = A
trigger1 = Anim = 1000
trigger1 = AnimElem = 5
attr = S, HA
damage    = 90,10
animtype  = Heavy
guardflag = M
hitflag = MAF
guard.pausetime = 5,5
pausetime = 10,10
sparkno = 3
sparkxy = -20,-70
hitsound   = S2,9
guardsound = S2,0
forcestand = 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 40
ground.velocity = -20,-4
airguard.velocity = -10,-2
air.type = Low
fall.animtype  = Heavy
air.velocity = -20,-4
envshake.time = 30
envshake.freq = 100
envshake.ampl = -5
envshake.phase = 10
air.juggle = 1
air.fall = 1
fall = 1

[State 222, State]
type = ChangeState
trigger1 = MoveHit
trigger1 = P2StateType != A
value = 222

[State 222, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hyper Strike
[Statedef 222]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0

[State 222, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 222, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 222, Width]
type = Width
trigger1 = Anim = 1001
trigger1 = AnimElem = 5, < 0
value = 20,0

[State 222, Width]
type = Width
trigger1 = Anim = 222
trigger1 = AnimElem = 2, >= 0
trigger2 = Anim = 1002 || Anim = 1003
trigger2 = AnimElem = 1, >= 0
trigger2 = AnimElem = 2, < 0
value = 20,-10

[State 222, Width]
type = Width
trigger1 = Anim = 1002
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
value = 60,-30

[State 222, Width]
type = Width
trigger1 = Anim = 1002
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
value = 80,-40

[State 222, Width]
type = Width
trigger1 = Anim = 1002
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
value = 30,-20

[State 222, BGPalFX]
type = BGPalFX
trigger1 = Anim = 222
trigger1 = AnimTime = 0
supermove = 1
time = 100
add = 0,0,0
sinadd = -400,-400,-400,800

[State 222, BGPalFX]
type = BGPalFX
trigger1 = Anim = 1002 || Anim = 1003
trigger1 = Time = 50
supermove = 1
time = 50
add = -200,-200,-200
sinadd = 400,400,400,800

[State 222, BGPalFX]
type = null ;BGPalFX
trigger1 = Anim = 1002 || Anim = 1003
trigger1 = AnimElem = 3
supermove = 1
time = 30
add = 200,200,200
sinadd = -800,-800,-800,800

[State 222, SuperPause]
type = SuperPause
trigger1 = Anim = 222
trigger1 = AnimTime = 0
;trigger1 = AnimElem = 4
pos = -15, -85
anim = 100
time = 0
sound = S3,4 ;20, 0
darken = 0

[State 222, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1001 || Anim = 1002 || Anim = 1003
trigger1 = AnimElem = 2
value = 1, 3

[State 222, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1002 || Anim = 1003
trigger1 = AnimElem = 1, 2
value = 10, 5
;channel = 0

[State 222, Pause]
type = Pause
triggerall = Anim = 1002 || Anim = 1003
triggerall = AnimElem = 1, >= 0
triggerall = AnimElem = 1, <= 2
trigger1 = TimeMod = 2,0
time = 2

[State 222, Flash]
type = EnvColor
trigger1 = MoveHit = 1
value = 250,250,250
ignorehitpause = 1
persistent = 0
under = 1
time = 2

[State 222, 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 222, 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 222, Hit]
type = HitDef
trigger1 = Anim = 1001
trigger1 = AnimElem = 3
attr = S, HA
damage    = 90,10
animtype  = Up
guardflag = M
hitflag = MAF
guard.pausetime = 10,10
pausetime = 30,30
sparkno = 3
sparkxy = -20,-100
hitsound   = S2,9
guardsound = S2,0
forcestand = 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 40
ground.velocity = -0.8,-8
airguard.velocity = -1,-4
air.type = High
air.velocity = -0.8,-8
envshake.time = 20
envshake.freq = 100
envshake.ampl = -5
envshake.phase = 10
fall.recover = 0
air.juggle = 1
air.fall = 1
yaccel = .2
fall = 1
kill = 0

[State 222, Hit]
type = HitDef
trigger1 = Anim = 1002
trigger1 = AnimElem = 3
attr = S, HA
damage    = 90,10
animtype  = Heavy
guardflag = M
hitflag = MAF
guard.pausetime = 10,10
pausetime = 5,10
sparkno = 3
sparkxy = -20,-75
hitsound   = S2,9
guardsound = S2,0
forcestand = 1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 40
ground.velocity = -30,-2
airguard.velocity = -20,-1
air.type = Low
fall.animtype  = Heavy
air.velocity = -30,-2
envshake.time = 30
envshake.freq = 100
envshake.ampl = -10
envshake.phase = 10
fall.recover = 0
air.juggle = 1
air.fall = 1
fall = 1
p2stateno = 980

[State 222, Hit]
type = HitDef
trigger1 = Anim = 1003
trigger1 = AnimElem = 3
attr = S, HA
damage    = 90,10
animtype  = Heavy
guardflag = M
hitflag = MAF
guard.pausetime = 10,10
pausetime = 5,10
sparkno = 3
sparkxy = -20,-70
hitsound   = S2,10
guardsound = S2,0
forcestand = 1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 40
ground.velocity = -40,-2
airguard.velocity = -20,-1
air.type = Low
fall.animtype  = Heavy
air.velocity = -40,-2
envshake.time = 30
envshake.freq = 100
envshake.ampl = -10
envshake.phase = 10
fall.recover = 0
air.juggle = 1
air.fall = 1
fall = 1
p2stateno = 980

[State 222, PosAdd]
type = PosAdd
trigger1 = Anim = 222
trigger1 = AnimElem = 2
x = 10

[State 222, VelSet]
type = VelSet
trigger1 = Anim = 1003
trigger1 = AnimElem = 2
x = 10

[State 222, bind]
type = null ;Targetbind
trigger1 = Anim = 1002 || Anim = 1003
trigger1 = AnimElem = 3
pos = 120, -20
time = 1

[State 222, Anim]
type = ChangeAnim
trigger1 = Anim = 1000
trigger1 = AnimElem = 6
value = 1001

[State 222, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1001
trigger1 = AnimElem = 3
value = 10, 7
channel = 0

[State 222, PlaySnd]
type = PlaySnd
trigger1 = Anim = 222
trigger1 = AnimTime = 0
value = 10, 9
channel = 0

[State 222, Anim]
type = ChangeAnim
trigger1 = Anim = 222
trigger1 = AnimTime = 0
value = 1002

[State 222, Anim]
type = ChangeAnim
triggerall = Command = "x" || Command = "y" || Command = "z"
trigger1 = Anim = 1002 || Anim = 1003
trigger1 = AnimElem = 1, <= 1
value = 1002

[State 222, Anim]
type = ChangeAnim
triggerall = Command = "a" || Command = "b" || Command = "c"
trigger1 = Anim = 1002 || Anim = 1003
trigger1 = AnimElem = 1, <= 1
value = 1003

[State 222, Anim]
type = ChangeAnim
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateNo >= 5000
trigger1 = Anim = 1001
trigger1 = AnimElem = 5
value = 222

[State 222, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 1002 || Anim = 1003
trigger1 = AnimElem = 1, >= 0
trigger1 = P2BodyDist Y < -75
value = Anim
elem = 1

[State 222, 1]
type = PlaySnd
trigger1 = Time = 30
trigger1 = Anim = 1002 || Anim = 1003
trigger1 = AnimElem = 1
value = 2, 20
chennel = 1

[State 222, State]
type = ChangeState
trigger1 = MoveHit
value = 222

[State 222, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Super Throw - Attempt
[Statedef 805]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 120

[State 805, Anim]
type = ChangeAnim
trigger1 = Anim = 120
trigger1 = Time = 5
value = 800

[State 805, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger1 = command = "asuplex_x"
v = 1
value = 10

[State 805, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger1 = command = "asuplex_y"
v = 1
value = 11

[State 805, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger1 = command = "asuplex_z"
v = 1
value = 12

[State 805, Width]
type = Width
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 6, < 0
value = 20,0

[State 805, AfterImage]
type = AfterImage
trigger1 = Anim = 120
trigger1 = AnimElem = 1
time = 1

[State 805, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 805, PlaySnd]
type = PlaySnd
trigger1 = Anim = 120
trigger1 = AnimElem = 1
value = 10, 9
channel = 0


[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 805, SuperPause]
type = SuperPause
triggerall = Var(1) = 10
trigger1 = Anim = 120
trigger1 = AnimElem = 1
pos = 20, -85
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -1000

[State 805, SuperPause]
type = SuperPause
triggerall = Var(1) = 11
trigger1 = Anim = 120
trigger1 = AnimElem = 1
pos = 20, -85
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -2000


[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 805, SuperPause]
type = SuperPause
triggerall = Var(1) >= 12
triggerall = Var(1) < 20
trigger1 = Anim = 120
trigger1 = AnimElem = 1
pos = 20, -85
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -3000

[State 805, 1]
type = HitDef
trigger1 = Var(1) = 10
Trigger1 = Time = 0
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.velocity = 3,-6
;p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = -1
p1stateno = 892
p2stateno = 895
numhits = 0
fall = 1

[State 805, 1]
type = HitDef
trigger1 = Var(1) > 10
Trigger1 = Time = 0
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.velocity = 3,-6
;p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = -1
p1stateno = 890
p2stateno = 898
numhits = 0
fall = 1

[State 805, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 0
channel = 0

[State 805, 2]
type = ChangeState
trigger1 = Anim = 800
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Atomic Suplex Ground
[Statedef 890]
type    = A
movetype= A
physics = N
anim = 890

[State 890, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 890, Width]
type = Width 
trigger1 = AnimElem = 6, < 0 
edge = 50,50

[State 890, Width]
type = Width
trigger1 = AnimElem = 6, >= 0
edge = 40,40

[State 890, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 890, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 890, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = -10

[State 890, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 7
channel = 0

[State 890, HitAdd]
type = HitAdd
trigger1 = AnimElem = 5
value = 1

[State 890, PosAdd]
type = PosAdd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
x = -20

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 10, 0

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 4, < 0
pos = 55, -80

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
pos = -10, -100

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 6, < 0
pos = -80, 0

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 6, >= 0
trigger1 = AnimElem = 7, < 0
pos = -60, 0

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 7, >= 0
trigger1 = AnimElem = 8, < 0
pos = -5, 0

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 8, >= 0
trigger1 = AnimElem = 9, < 0
pos = 50, -60

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 9, >= 0
trigger1 = AnimElem = 10, < 0
pos = 20, -100

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 10, >= 0
trigger1 = AnimElem = 11, < 0
pos = 0, -95

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 11, >= 0
trigger1 = AnimElem = 12, < 0
pos = -10, -85

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 12, >= 0
pos = -40, -50

[State 890, VelSet]
type = VelSet
trigger1 = Var(1) < 12
trigger1 = AnimElem = 9
x = -2
y = -Var(1)

[State 890, VelAdd]
type = VelAdd
trigger1 = Var(1) < 12
trigger1 = Time > 45
y = .8

[State 890, State]
type = ChangeState
trigger1 = Var(1) >= 12
trigger1 = AnimElem = 9
value = 891

[State 890, State]
type = ChangeState
trigger1 = Time > 50
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 894

;---------------------------------------------------------------------------
; Atomic Suplex Ground 2
[Statedef 891]
type    = A
movetype= A
physics = N

[State 890, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 890, Width]
type = Width
trigger1 = AnimElem = 6, < 0
edge = 50,50

[State 890, Width]
type = Width
trigger1 = AnimElem = 6, >= 0
edge = 40,40

[State 890, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 890, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 890
elem = 3

[State 890, TargetState]
type = TargetState
trigger1 = Time <= 0
value = 897

[State 890, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 7
channel = 0

[State 890, HitAdd]
type = HitAdd
trigger1 = AnimElem = 5
value = 1

[State 890, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
x = -20

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 4, < 0
pos = 55, -80

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
pos = -10, -100

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 6, < 0
pos = -80, 0

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 6, >= 0
trigger1 = AnimElem = 7, < 0
pos = -60, 0

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 7, >= 0
trigger1 = AnimElem = 8, < 0
pos = -5, 0

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 8, >= 0
trigger1 = AnimElem = 9, < 0
pos = 50, -60

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 9, >= 0
trigger1 = AnimElem = 10, < 0
pos = 20, -100

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 10, >= 0
trigger1 = AnimElem = 11, < 0
pos = 0, -95

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 11, >= 0
trigger1 = AnimElem = 12, < 0
pos = -10, -85

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 12, >= 0
pos = -40, -50

[State 890, VelSet]
type = VelSet
trigger1 = Time > 10
trigger1 = AnimElem = 9
x = -2
y = -Var(1)

[State 890, VelAdd]
type = VelAdd
trigger1 = Time > 35
y = .9

[State 890, State]
type = ChangeState
trigger1 = Time > 40
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 894

;---------------------------------------------------------------------------
; Atomic Suplex Air
[Statedef 892]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 880

[State 890, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 890, Width]
type = Width
trigger1 = 1
edge = 40,40

[State 890, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 890, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 890, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = -2
y = -Var(1)

[State 890, VelAdd]
type = VelAdd
trigger1 = Time > 20
y = .8

[State 890, PlaySnd]
type = null ;PlaySnd
trigger1 = AnimElem = 4
value = 10, 5
channel = 0

[State 890, SprPriority]
type = SprPriority
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
value = 2

[State 890, SprPriority]
type = SprPriority
trigger1 = AnimElem = 3
value = -2

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 10, 0

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = 55, -80

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = 25, -60

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
pos = 20, -100

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 6, < 0
pos = 0, -95

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 6, >= 0
trigger1 = AnimElem = 7, < 0
pos = -10, -85

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 7, >= 0
pos = -40, -50

[State 890, 4]
type = ChangeState
trigger1 = Time > 30
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 894

;---------------------------------------------------------------------------
; Atomic Suplex - Final 
[Statedef 894]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 894

[State 890, Width]
type = Width
trigger1 = 1
edge = 40,40

[State 890, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 890, PosSet]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 890, HitAdd]
type = HitAdd
trigger1 = AnimElem = 1
value = 1

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 1
pos = -50, 0

[State 890, TargetState]
type = TargetState
trigger1 = AnimElem = 1
value = 899

[State 890, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 11;7
chanel = 0

[State 890, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = -3
y = -14

[State 222, Pause]
type = Pause
triggerall = AnimElem = 5, >= 0
triggerall = AnimElem = 10, < 0
trigger1 = TimeMod = 2,0
time = 1

[State 890, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 10, 5
channel = 0

[State 890, VelAdd]
type = VelAdd
trigger1 = Time > 20
y = .8

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = -50, 0

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = -5, 0

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = 50, -60

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
trigger2 = AnimElem = 10, >= 0
trigger2 = AnimElem = 11, < 0
pos = 20, -100

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 6, < 0
trigger2 = AnimElem = 11, >= 0
trigger2 = AnimElem = 12, < 0
pos = 0, -95

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 6, >= 0
trigger1 = AnimElem = 7, < 0
trigger2 = AnimElem = 12, >= 0
trigger2 = AnimElem = 13, < 0
pos = -10, -85

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 7, >= 0
trigger1 = AnimElem = 8, < 0
trigger2 = AnimElem = 13, >= 0
pos = -40, -50

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 8, >= 0
trigger1 = AnimElem = 9, < 0
pos = -5, -15

[State 890, Bind]
type = TargetBind
trigger1 = AnimElem = 9, >= 0
trigger1 = AnimElem = 10, < 0
pos = 50, -70

[State 890, 4]
type = ChangeState
trigger1 = Time > 30
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 881

;---------------------------------------------------------------------------
; Attack Blitz Attempt
[Statedef 2000]
type    = S
movetype= A
physics = N
juggle  = 4
anim = 2000
ctrl = 0
velset = 0,0

[State 2000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;[State 2000, VarSet]
;type = VarSet
;trigger1 = Command = "blitz_z"
;trigger1 = AnimElem = 1
;v = 1
;value = 8

[State 2000, VarSet]
type = VarSet
trigger1 = Command = "blitz_c"
trigger1 = AnimElem = 1
v = 1
value = 10

[State 2000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 2000, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 9
channel = 0


[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 2000, SuperPause]
type = SuperPause
trigger1 = Var(1) < 10
trigger1 = AnimElem = 1
pos = -20, -75
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -1000

[State 2000, SuperPause]
type = SuperPause
trigger1 = Var(1) >= 10
trigger1 = AnimElem = 1
pos = -20, -75
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -3000

[State 2000, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = Var(1)

[State 2000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 6
channel = 0

[State 2000, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
animtype = Heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = -1
sparkxy = -20, -60
hitsound = S2, 3
guardsound = S2, 0
ground.hittime  = 20
air.hittime  = 20
forcestand = 1
numhits = 0
snap = 50,0
kill = 0

[State 2000, State]
type = ChangeState
trigger1 = Var(1) < 10
trigger1 = MoveHit
value = 2010

[State 2000, State]
type = ChangeState
trigger1 = Var(1) >= 10
trigger1 = MoveHit
value = 2020

[State 2000, State]
type = ChangeState
trigger1 = Time >= 20
value = 101

;---------------------------------------------------------------------------
; Attack Blitz
[Statedef 2010]
type    = S
movetype= A
physics = N
juggle  = 4
ctrl = 0
velset = 0,0

[State 2010, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 2010, Anim]
type = ChangeAnim
trigger1 = Anim != 2010
value = 2010

[State 2010, State]
type = ChangeState
trigger1 = MoveHit
value = 2010

[State 2010, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2



[State 2010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 15
trigger3 = AnimElem = 30
trigger4 = AnimElem = 32
trigger5 = AnimElem = 34
trigger6 = AnimElem = 45
value = 10, 7
channel = 0

[State 2010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 38
value = 10, 11
channel = 0

[State 2010, Width]
type = Width
trigger1 = AnimElem = 44, >= 0
trigger1 = AnimElem = 45, < 0
value = 20,-10

[State 2010, Width]
type = Width
trigger1 = AnimElem = 45, >= 0
trigger1 = AnimElem = 46, < 0
value = 60,-30

[State 2010, Width]
type = Width
trigger1 = AnimElem = 46, >= 0
trigger1 = AnimElem = 47, < 0
value = 80,-40

[State 2010, Width]
type = Width
trigger1 = AnimElem = 47, >= 0
trigger1 = AnimElem = 48, < 0
value = 30,-20

[State 2010, Hit]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage = 10, 2
animtype = Light
hitflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 3
sparkxy = -20, -80
hitsound = S2, 1
guardsound = S2, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 40
ground.velocity = 0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.hittime = 20
kill = 0

[State 2010, Hit]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
attr = S, HA
damage = 10, 2
animtype = Medium
hitflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 3
sparkxy = -20, -75
hitsound = S2, 2
guardsound = S2, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 40
ground.velocity = 0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.hittime = 20
kill = 0

[State 2010, Hit]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
damage = 10, 2
animtype = Heavy
hitflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 3
sparkxy = -20, -80
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 40
ground.velocity = 0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.hittime = 20
kill = 0

[State 2010, Hit]
type = HitDef
trigger1 = AnimElem = 15
attr = S, HA
damage = 10, 2
animtype = Heavy
hitflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 3
sparkxy = -20, -70
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 40
ground.velocity = 0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.hittime = 20
kill = 0

[State 2010, Hit]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
damage = 10, 2
animtype = Light
hitflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 3
sparkxy = -20, -40
hitsound = S2, 4
guardsound = S2, 0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 40
ground.velocity = 0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.hittime = 20
kill = 0

[State 2010, Hit]
type = HitDef
trigger1 = AnimElem = 25
trigger2 = AnimElem = 30
attr = S, HA
damage = 10, 2
animtype = Heavy
hitflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 3
sparkxy = -20, -80
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 40
ground.velocity = 0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.hittime = 20
kill = 0

[State 2010, Hit]
type = HitDef
trigger1 = AnimElem = 32
attr = S, HA
damage = 10, 2
animtype = Medium
hitflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 3
sparkxy = -20, -60
hitsound = S2, 6
guardsound = S2, 0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 40
ground.velocity = 0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.hittime = 20
kill = 0

[State 2010, Hit]
type = HitDef
trigger1 = AnimElem = 34
attr = S, HA
damage = 10, 2
animtype = Heavy
hitflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 3
sparkxy = -20, -40
hitsound = S2, 6
guardsound = S2, 0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 40
ground.velocity = 0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.hittime = 20
kill = 0

[State 2010, Hit]
type = HitDef
trigger1 = AnimElem = 38
attr = S, HA
damage = 10, 2
animtype = Medium
hitflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 3
sparkxy = -20, -70
hitsound = S2, 5
guardsound = S2, 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 40
ground.velocity = -10
airguard.velocity = -5,0
air.type = Low
air.velocity = -5,0
air.hittime = 20
kill = 0

[State 2010, Hit]
type = HitDef
trigger1 = AnimElem = 46
attr = S, HA
damage = 10, 2
animtype = Heavy
hitflag = MA
priority = 3, Hit
pausetime = 10, 10
sparkno = 3
sparkxy = -20, -75
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 40
ground.velocity = -20,-4
airguard.velocity = -10,-2
air.type = Low
air.velocity = -10,-2
air.hittime = 40
air.fall = 1
fall = 1

[State 2010, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Attack Blitz
[Statedef 2020]
type    = S
movetype= A
physics = N
juggle  = 4
ctrl = 0
velset = 0,0

[State 2020, VarAdd]
type = VarAdd
trigger1 = MoveHit
v = 1
value = 1

[State 2020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 2020, Anim]
type = ChangeAnim
trigger1 = Anim != 222
trigger1 = Anim != 2020
value = 2020

[State 2020, Anim]
type = ChangeAnim
trigger1 = Var(1) > 15
trigger1 = P2BodyDist Y < 0
trigger1 = AnimElem = 43
value = 222

[State 2020, State]
type = ChangeState
trigger1 = Anim = 222
value = 222

[State 2020, State]
type = ChangeState
trigger1 = MoveHit
value = 2020

[State 2020, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2



[State 2020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 14
trigger3 = AnimElem = 16
trigger4 = AnimElem = 37
trigger5 = AnimElem = 40
trigger6 = AnimElem = 45
value = 10, 7
channel = 0

[State 2020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 20
trigger4 = AnimElem = 27
trigger5 = AnimElem = 29
trigger6 = AnimElem = 31
value = 10, 11
channel = 0

[State 2020, Width]
type = Width
trigger1 = AnimElem = 44, >= 0
trigger1 = AnimElem = 45, < 0
value = 20,-10

[State 2020, Width]
type = Width
trigger1 = AnimElem = 45, >= 0
trigger1 = AnimElem = 46, < 0
value = 60,-30

[State 2020, Width]
type = Width
trigger1 = AnimElem = 46, >= 0
trigger1 = AnimElem = 47, < 0
value = 80,-40

[State 2020, Width]
type = Width
trigger1 = AnimElem = 47, >= 0
trigger1 = AnimElem = 48, < 0
value = 30,-20

[State 2020, Hit]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage = 10, 2
animtype = Light
hitflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 3
sparkxy = -20, -40
hitsound = S2, 4
guardsound = S2, 0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 40
ground.velocity = 0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.hittime = 20
kill = 0

[State 2020, Hit]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
attr = S, HA
damage = 10, 2
animtype = Heavy
hitflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 3
sparkxy = -20, -80
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 40
ground.velocity = 0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.hittime = 20
kill = 0

[State 2020, Hit]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
damage = 10, 2
animtype = Medium
hitflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 3
sparkxy = -20, -60
hitsound = S2, 6
guardsound = S2, 0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 40
ground.velocity = 0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.hittime = 20
kill = 0

[State 2020, Hit]
type = HitDef
trigger1 = AnimElem = 16
attr = S, HA
damage = 10, 2
animtype = Heavy
hitflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 3
sparkxy = -20, -40
hitsound = S2, 6
guardsound = S2, 0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 40
ground.velocity = 0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.hittime = 20
kill = 0

[State 2020, Hit]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
damage = 10, 2
animtype = Medium
hitflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 3
sparkxy = -20, -70
hitsound = S2, 5
guardsound = S2, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 40
ground.velocity = 0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.hittime = 20
kill = 0

[State 2020, Hit]
type = HitDef
trigger1 = AnimElem = 26
attr = S, HA
damage = 10, 2
animtype = Light
hitflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 3
sparkxy = -20, -80
hitsound = S2, 1
guardsound = S2, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 40
ground.velocity = 0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.hittime = 20
kill = 0

[State 2020, Hit]
type = HitDef
trigger1 = AnimElem = 30
trigger2 = AnimElem = 32
attr = S, HA
damage = 10, 2
animtype = Medium
hitflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 3
sparkxy = -20, -75
hitsound = S2, 2
guardsound = S2, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 40
ground.velocity = 0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.hittime = 20
kill = 0

[State 2020, Hit]
type = HitDef
trigger1 = AnimElem = 36
attr = S, HA
damage = 10, 2
animtype = Heavy
hitflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = 3
sparkxy = -20, -80
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 40
ground.velocity = 0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.hittime = 20
kill = 0

[State 2020, Hit]
type = HitDef
trigger1 = AnimElem = 41
attr = S, HA
damage = 10, 2
animtype = Up
hitflag = MA
priority = 3, Hit
pausetime = 10, 10
sparkno = 3
sparkxy = -20, -100
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 40
ground.velocity = -0.8,-8
airguard.velocity = -0.4,-4
air.type = Low
air.velocity = -0.8,-8
air.hittime = 20
fall.recover = 0
air.fall = 1
yaccel = .2
fall = 1
kill = 0

[State 2020, Hit]
type = HitDef
trigger1 = AnimElem = 46
attr = S, HA
damage = 10, 2
animtype = Heavy
hitflag = MA
priority = 3, Hit
pausetime = 10, 10
sparkno = 3
sparkxy = -20, -75
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 40
ground.velocity = -20,-4
airguard.velocity = -10,-2
air.type = Low
air.velocity = -10,-2
air.hittime = 40
air.fall = 1
fall = 1

[State 2020, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Electric Sonic Boom
[Statedef 3010]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 1005
velset = 0,0

[State 3010, VarSet]
type = VarSet
trigger1 = Anim = 1005
trigger1 = AnimElem = 1
v = 1
value = 1

[State 3010, VarSet]
type = VarAdd
triggerall = Time >= 5
trigger1 = Anim = 1005
triggerall = TimeMod = 20,0
trigger1 = AnimElem = 1, > 0
trigger1 = AnimElem = 4, < 0
v = 1
value = 1

[State 3010, Width]
type = Width
trigger1 = Anim = 1005
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 5, < 0
value = 10,0

[State 3010, Width]
type = Width
trigger1 = Anim = 1005
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 9, < 0
value = 20,0

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1005
trigger1 = AnimElem = 2
value = 10, 9
channel = 0


[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3010, SuperPause]
type = SuperPause
trigger1 = Anim = 1005
trigger1 = AnimElem = 2
pos = -55, -75
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -1000

[State 3010, AfterImage]
type = AfterImage
trigger1 = Anim = 1005
trigger1 = AnimElem = 2
time = 1

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

[State 3010, Anim]
type = ChangeAnim
triggerall = Time >= 5
triggerall = Time < 200
triggerall = command = "hold_x" || command = "hold_y" || command = "hold_z"
trigger1 = Anim = 1005
trigger1 = AnimElem = 4
value = 1005
elem = 2

[State 3010, 2]
type = Explod
triggerall = Time = 10
trigger1 = Anim = 1005
trigger1 = AnimElem = 3, <= 0
id = 1030
anim = 1030
pos = -55, -75
postype = p1
bindtime = -1
removetime = -1
sprpriority = 2
shadow = 100,100,100

[State 3010, Flash]
type = PalFX
triggerall = Time >= 10
triggerall = TimeMod = 10,0
trigger1 = Anim = 1005
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 4, < 0
time = 1
add = 50,50,50

[State 3010, PlaySnd]
type = PlaySnd
triggerall = Time >= 10
triggerall = TimeMod = 10,0
trigger1 = Anim = 1005
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 4, < 0
value = 6, 0
channel = 1

[State 3010, 2]
type = RemoveExplod
trigger1 = Anim = 1005
trigger1 = AnimElem = 4
id = 1030

[State 3010, 2]
type = Explod
trigger1 = Anim = 1005
trigger1 = AnimElem = 4
id = 1010
anim = 1010
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1005
trigger1 = AnimElem = 4
value = 10, 3
channel = 0

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1005
trigger1 = AnimElem = 5
value = 5, 0

[State 3010, 4]
type = Projectile
trigger1 = Anim = 1005
trigger1 = AnimElem = 6
projid = 1020
projanim = 1020
projhitanim = 1021
;projshadow = -1
offset = 70, -70
velocity = var(1)+2, 0
accel = 0, 0
projhits = var(1)
projmisstime = 0
sprpriority = 4
; HitDef
attr = S, HP
damage    = 20,10
animtype  = Heavy
getpower  = 0
guardflag = MA
pausetime = 4,8
sparkno = 3
sparkxy = 20, 0
hitsound   = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -var(1) 
airguard.velocity = -5   
air.type = Low
air.velocity = -Var(1),-1
air.juggle = 1
air.fall = 1

[State 3010, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Somersault Justice
[Statedef 3100]
type    = S
movetype= A
physics = N
juggle  = 2
velset = 0,0
anim = 131
ctrl = 0

[State 3100, VarSet]
type = VarSet
trigger1 = Command = "somerj_a"
trigger1 = Anim = 131
trigger1 = AnimElem = 1
v = 1
value = 6

[State 3100, VarSet]
type = VarSet
trigger1 = Command = "somerj_b"
trigger1 = Anim = 131
trigger1 = AnimElem = 1
v = 1
value = 8

[State 3100, VarSet]
type = VarSet
trigger1 = Command = "somerj_c"
trigger1 = Anim = 131
trigger1 = AnimElem = 1
v = 1
value = 10

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Anim = 131
trigger1 = AnimElem = 1
value = 10, 9
channel = 0


[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3100, SuperPause]
type = SuperPause
triggerall = Var(1) = 6
trigger1 = Anim = 131
trigger1 = AnimElem = 1
pos = 10, -30
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -1000

[State 3100, SuperPause]
type = SuperPause
triggerall = Var(1) = 8
trigger1 = Anim = 131
trigger1 = AnimElem = 1
pos = 10, -30
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -2000

[State 3100, SuperPause]
type = SuperPause
triggerall = Var(1) >= 10
trigger1 = Anim = 131
trigger1 = AnimElem = 1
pos = 10, -30
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -3000

[State 3100, Width]
type = Width
trigger1 = Anim = 1100
value = 30,0

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

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

[State 3100, Anim]
type = ChangeAnim
trigger1 = Time = 5
value = 1100

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1100
trigger1 = AnimElem = 1,1
value = 10, 2
channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1100
trigger1 = AnimElem = 3
value = 5, 1

[State 3100, VelSet]
type = VelSet
trigger1 = Anim = 1100
trigger1 = AnimElem = 1,1
x = 10

[State 3100, HitDef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = Var(1) = 8
trigger4 = AnimElem = 7
attr = S, HA
damage = 32, 4
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 = 10
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3,-3
air.type = High
air.velocity = -4,-4
air.hittime = 20

[State 3100, Explod]
type = Explod
trigger1 = Anim = 1100
trigger1 = AnimElem = 3
id = 1110
anim = 1110
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 3100, Explod]
type = Explod
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
id = 1111
anim = 1111
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 3100, Explod]
type = Explod
trigger1 = Anim = 1100
trigger1 = AnimElem = 5
id = 1112
anim = 1112
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 3100, Explod]
type = Explod
trigger1 = Anim = 1100
trigger1 = AnimElem = 6
id = 1113
anim = 1113
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 3100, Explod]
type = Explod
trigger1 = Anim = 1100
trigger1 = AnimElem = 7
id = 1114
anim = 1114
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 3100, Explod]
type = Explod
trigger1 = Anim = 1100
trigger1 = AnimElem = 8
id = 1115
anim = 1115
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 3100, 6]
type = RemoveExplod
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
id = 1110

[State 3100, 6]
type = RemoveExplod
trigger1 = Anim = 1100
trigger1 = AnimElem = 5
id = 1111

[State 3100, 6]
type = RemoveExplod
trigger1 = Anim = 1100
trigger1 = AnimElem = 6
id = 1112

[State 3100, 6]
type = RemoveExplod
trigger1 = Anim = 1100
trigger1 = AnimElem = 7
id = 1113

[State 3100, 6]
type = RemoveExplod
trigger1 = Anim = 1100
trigger1 = AnimElem = 8
id = 1114

[State 3100, 6]
type = RemoveExplod
trigger1 = Anim = 1100
trigger1 = AnimElem = 9
id = 1115

[State 3100, VelMul]
type = VelMul
trigger1 = Time >= 5
x = .9

[State 3100, Anim]
type = ChangeAnim
triggerall = Time < 30
triggerall = Var(1) >= 10
trigger1 = Anim = 1100
trigger1 = AnimElem = 11, >= 2
value = 1100

[State 3100, State]
type = ChangeState
trigger1 = Anim = 1100
trigger1 = AnimElem = 11, >= 2
value = 3101

;---------------------------------------------------------------------------
; Somersault Justice - Jump
[Statedef 3101]
type    = A
movetype= A
physics = N
juggle  = 2
velset = 0,0
anim = 1100
ctrl = 0

[State 3100, Width]
type = Width
trigger1 = Time < 15
value = 30,0

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

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 10
channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 1

[State 3100, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = Var(1)

[State 3100, VelSet]
type = VelSet
trigger1 = AnimElem = 3
y = -Var(1)

[State 3100, HitDef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = Var(1) >= 8
trigger4 = AnimElem = 7
attr = A, HA
damage = 24, 3
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,-10
airguard.velocity = -2,-4
air.type = High
air.velocity = -4,-8
air.hittime = 15
air.fall = 1
fall = 1

[State 3100, Explod]
type = Explod
trigger1 = AnimElem = 3
id = 1110
anim = 1110
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 3100, Explod]
type = Explod
trigger1 = AnimElem = 4
id = 1111
anim = 1111
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 3100, 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 3100, Explod]
type = Explod
trigger1 = AnimElem = 6
id = 1113
anim = 1113
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 3100, Explod]
type = Explod
trigger1 = AnimElem = 7
id = 1114
anim = 1114
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 3100, Explod]
type = Explod
trigger1 = AnimElem = 8
id = 1115
anim = 1115
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 3100, 6]
type = RemoveExplod
trigger1 = AnimElem = 4
id = 1110

[State 3100, 6]
type = RemoveExplod
trigger1 = AnimElem = 5
id = 1111

[State 3100, 6]
type = RemoveExplod
trigger1 = AnimElem = 6
id = 1112

[State 3100, 6]
type = RemoveExplod
trigger1 = AnimElem = 7
id = 1113

[State 3100, 6]
type = RemoveExplod
trigger1 = AnimElem = 8
id = 1114

[State 3100, 6]
type = RemoveExplod
trigger1 = AnimElem = 9
id = 1115

[State 3100, VelMul]
type = VelMul
trigger1 = Time >= 5
x = .9

[State 3100, VelAdd]
type = VelAdd
trigger1 = Time >= 5
y = .4

[State 3100, ChangeState]
type = ChangeState
triggerall = Time > 20
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 1105

;---------------------------------------------------------------------------
; Sonic Blade
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
anim = 3000
ctrl = 0

[State 3000, VarSet]
type = VarSet
trigger1 = Command = "sonic_x"
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
v = 1
value = 6

[State 3000, VarSet]
type = VarSet
trigger1 = Command = "sonic_y"
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
v = 1
value = 8

[State 3000, VarSet]
type = VarSet
trigger1 = Command = "sonic_z"
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
v = 1
value = 10

[State 3000, Width]
type = Width
trigger1 = Anim = 3000
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 3, < 0
value = 10,0

[State 3000, Width]
type = Width
trigger1 = Anim = 3000
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 6, < 0
trigger2 = Anim = 3001
trigger2 = AnimElem = 5, < 0
value = 20,0

[State 3000, Width]
type = Width
trigger1 = Anim = 3002
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
value = 20,-10

[State 3000, Width]
type = Width
trigger1 = Anim = 3002
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
value = 60,-30

[State 3000, Width]
type = Width
trigger1 = Anim = 3002
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
value = 80,-40

[State 3000, Width]
type = Width
trigger1 = Anim = 3002
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
value = 30,-20

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

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


[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3000, SuperPause]
type = SuperPause
triggerall = Var(1) = 6
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
pos = -55, -75
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -1000

[State 3000, SuperPause]
type = SuperPause
triggerall = Var(1) = 8
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
pos = -55, -75
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -2000

[State 3000, SuperPause]
type = SuperPause
triggerall = Var(1) >= 10
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
pos = -55, -75
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -3000

[State 3000, 2]
type = Explod
trigger1 = Anim = 3000
trigger1 = AnimElem = 2
id = 1010
anim = 1010
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 3000, 2]
type = Explod
trigger1 = Anim = 3001
trigger1 = AnimElem = 2
id = 1010
anim = 1011
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 3000, 2]
type = Explod
trigger1 = Anim = 3002
trigger1 = AnimElem = 2
id = 1010
anim = 1012
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 3000, 2]
type = RemoveExplod
trigger1 = AnimElem = 1, <= 1

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

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 0

[State 3000, 4]
type = Projectile
trigger1 = Anim = 3000
trigger1 = AnimElem = 4
trigger2 = Anim = 3001 || Anim = 3003
trigger2 = AnimElem = 3
projid = 1020
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, HP
damage    = 80,8
guard.sparkno = 41
animtype  = Heavy
guardflag = MA
pausetime = 3,6
sparkno = 3
sparkxy = 50, 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 3000, 4]
type = Projectile
trigger1 = Anim = 3002
trigger1 = AnimElem = 3
projid = 1020
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, HP
guard.sparkno = 41
damage    = 50,8
animtype  = Heavy
guardflag = MA
pausetime = 3,6
sparkno = 3
sparkxy = 20, 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 3000, Anim]
type = ChangeAnim
triggerall = Anim = 3000
triggerall = AnimElem = 4, > 5
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 3001

[State 3000, Anim]
type = ChangeAnim
triggerall = Var(1) > 6
triggerall = Anim = 3001
triggerall = AnimElem = 3, > 5
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 3002

[State 3000, Anim]
type = ChangeAnim
triggerall = Var(1) > 8
triggerall = Anim = 3002
triggerall = AnimElem = 3, > 5
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 3003

[State 3000, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Sonic Blade
[Statedef 3000111]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
anim = 3000
ctrl = 0

[State 3000, VarSet]
type = VarSet
trigger1 = Command = "sonic_x"
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
v = 1
value = 6

[State 3000, VarSet]
type = VarSet
trigger1 = Command = "sonic_y"
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
v = 1
value = 8

[State 3000, VarSet]
type = VarSet
trigger1 = Command = "sonic_z"
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
v = 1
value = 10

[State 3000, Width]
type = Width
trigger1 = Anim = 3000
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 3, < 0
value = 10,0

[State 3000, Width]
type = Width
trigger1 = Anim = 3000
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 6, < 0
trigger2 = Anim = 3001
trigger2 = AnimElem = 5, < 0
value = 20,0

[State 3000, Width]
type = Width
trigger1 = Anim = 3002
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
value = 20,-10

[State 3000, Width]
type = Width
trigger1 = Anim = 3002
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
value = 60,-30

[State 3000, Width]
type = Width
trigger1 = Anim = 3002
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
value = 80,-40

[State 3000, Width]
type = Width
trigger1 = Anim = 3002
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
value = 30,-20

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

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


[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3000, SuperPause]
type = SuperPause
triggerall = Var(1) = 6
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
pos = -55, -75
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -1000

[State 3000, SuperPause]
type = SuperPause
triggerall = Var(1) = 8
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
pos = -55, -75
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -2000

[State 3000, SuperPause]
type = SuperPause
triggerall = Var(1) >= 10
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
pos = -55, -75
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -3000

[State 3000, 2]
type = Explod
trigger1 = Anim = 3000
trigger1 = AnimElem = 2
id = 1010
anim = 1010
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 3000, 2]
type = Explod
trigger1 = Anim = 3001
trigger1 = AnimElem = 2
id = 1010
anim = 1011
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 3000, 2]
type = Explod
trigger1 = Anim = 3002
trigger1 = AnimElem = 2
id = 1010
anim = 1012
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 3000, 2]
type = RemoveExplod
trigger1 = AnimElem = 1, <= 1

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

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 0

[State 3000, 4]
type = Projectile
trigger1 = Anim = 3000
trigger1 = AnimElem = 4
trigger2 = Anim = 3001 || Anim = 3003
trigger2 = AnimElem = 3
projid = 1020
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, HP
guard.sparkno = 41
damage    = 67,8
animtype  = Heavy
guardflag = MA
pausetime = 3,6
sparkno = 3
sparkxy = 50, 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 3000, 4]
type = Projectile
trigger1 = Anim = 3002
trigger1 = AnimElem = 3
projid = 1020
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, HP
guard.sparkno = 41
damage    = 70,8
animtype  = Heavy
guardflag = MA
pausetime = 3,6
sparkno = 3
sparkxy = 20, 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 3000, Anim]
type = ChangeAnim
triggerall = Anim = 3000
triggerall = AnimElem = 4, > 5
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 3001

[State 3000, Anim]
type = ChangeAnim
triggerall = Var(1) > 6
triggerall = Anim = 3001
triggerall = AnimElem = 3, > 5
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 3002

[State 3000, Anim]
type = ChangeAnim
triggerall = Var(1) > 8
triggerall = Anim = 3002
triggerall = AnimElem = 3, > 5
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 3003

[State 3000, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1






;---------------------------------------------------------------------------
; Sonic Blade
[Statedef 3000222]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
anim = 3000
ctrl = 0

[State 3000, VarSet]
type = VarSet
trigger1 = Command = "sonic_x"
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
v = 1
value = 6

[State 3000, VarSet]
type = VarSet
trigger1 = Command = "sonic_y"
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
v = 1
value = 8

[State 3000, VarSet]
type = VarSet
trigger1 = Command = "sonic_z"
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
v = 1
value = 10

[State 3000, Width]
type = Width
trigger1 = Anim = 3000
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 3, < 0
value = 10,0

[State 3000, Width]
type = Width
trigger1 = Anim = 3000
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 6, < 0
trigger2 = Anim = 3001
trigger2 = AnimElem = 5, < 0
value = 20,0

[State 3000, Width]
type = Width
trigger1 = Anim = 3002
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
value = 20,-10

[State 3000, Width]
type = Width
trigger1 = Anim = 3002
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
value = 60,-30

[State 3000, Width]
type = Width
trigger1 = Anim = 3002
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
value = 80,-40

[State 3000, Width]
type = Width
trigger1 = Anim = 3002
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
value = 30,-20

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

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


[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3000, SuperPause]
type = SuperPause
triggerall = Var(1) = 6
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
pos = -55, -75
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -1000

[State 3000, SuperPause]
type = SuperPause
triggerall = Var(1) = 8
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
pos = -55, -75
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -2000

[State 3000, SuperPause]
type = SuperPause
triggerall = Var(1) >= 10
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
pos = -55, -75
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -3000

[State 3000, 2]
type = Explod
trigger1 = Anim = 3000
trigger1 = AnimElem = 2
id = 1010
anim = 1010
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 3000, 2]
type = Explod
trigger1 = Anim = 3001
trigger1 = AnimElem = 2
id = 1010
anim = 1011
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 3000, 2]
type = Explod
trigger1 = Anim = 3002
trigger1 = AnimElem = 2
id = 1010
anim = 1012
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 3000, 2]
type = RemoveExplod
trigger1 = AnimElem = 1, <= 1

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

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 0

[State 3000, 4]
type = Projectile
trigger1 = Anim = 3000
trigger1 = AnimElem = 4
trigger2 = Anim = 3001 || Anim = 3003
trigger2 = AnimElem = 3
projid = 1020
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, HP
guard.sparkno = 41
damage    = 80,8
animtype  = Heavy
guardflag = MA
pausetime = 3,6
sparkno = 3
sparkxy = -13, 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 3000, 4]
type = Projectile
trigger1 = Anim = 3002
trigger1 = AnimElem = 3
projid = 1020
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, HP
guard.sparkno = 41
damage    = 50,8
animtype  = Heavy
guardflag = MA
pausetime = 3,6
sparkno = 3
sparkxy = -13, 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 3000, Anim]
type = ChangeAnim
triggerall = Anim = 3000
triggerall = AnimElem = 4, > 5
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 3001

[State 3000, Anim]
type = ChangeAnim
triggerall = Var(1) > 6
triggerall = Anim = 3001
triggerall = AnimElem = 3, > 5
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 3002

[State 3000, Anim]
type = ChangeAnim
triggerall = Var(1) > 8
triggerall = Anim = 3002
triggerall = AnimElem = 3, > 5
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 3003

[State 3000, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Sonic Blade
[Statedef 30001112]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
anim = 3000
ctrl = 0

[State 3000, VarSet]
type = VarSet
trigger1 = Command = "sonic_x"
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
v = 1
value = 6

[State 3000, VarSet]
type = VarSet
trigger1 = Command = "sonic_y"
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
v = 1
value = 8

[State 3000, VarSet]
type = VarSet
trigger1 = Command = "sonic_z"
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
v = 1
value = 10

[State 3000, Width]
type = Width
trigger1 = Anim = 3000
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 3, < 0
value = 10,0

[State 3000, Width]
type = Width
trigger1 = Anim = 3000
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 6, < 0
trigger2 = Anim = 3001
trigger2 = AnimElem = 5, < 0
value = 20,0

[State 3000, Width]
type = Width
trigger1 = Anim = 3002
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
value = 20,-10

[State 3000, Width]
type = Width
trigger1 = Anim = 3002
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
value = 60,-30

[State 3000, Width]
type = Width
trigger1 = Anim = 3002
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
value = 80,-40

[State 3000, Width]
type = Width
trigger1 = Anim = 3002
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
value = 30,-20

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

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


[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3000, SuperPause]
type = SuperPause
triggerall = Var(1) = 6
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
pos = -55, -75
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -1000

[State 3000, SuperPause]
type = SuperPause
triggerall = Var(1) = 8
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
pos = -55, -75
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -2000

[State 3000, SuperPause]
type = SuperPause
triggerall = Var(1) >= 10
trigger1 = Anim = 3000
trigger1 = AnimElem = 1
pos = -55, -75
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -3000

[State 3000, 2]
type = Explod
trigger1 = Anim = 3000
trigger1 = AnimElem = 2
id = 1010
anim = 1010
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 3000, 2]
type = Explod
trigger1 = Anim = 3001
trigger1 = AnimElem = 2
id = 1010
anim = 1011
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 3000, 2]
type = Explod
trigger1 = Anim = 3002
trigger1 = AnimElem = 2
id = 1010
anim = 1012
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 3000, 2]
type = RemoveExplod
trigger1 = AnimElem = 1, <= 1

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

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 0

[State 3000, 4]
type = Projectile
trigger1 = Anim = 3000
trigger1 = AnimElem = 4
trigger2 = Anim = 3001 || Anim = 3003
trigger2 = AnimElem = 3
projid = 1020
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, HP
guard.sparkno = 41
damage    = 67,8
animtype  = Heavy
guardflag = MA
pausetime = 3,6
sparkno = 3
sparkxy = -13, 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 3000, 4]
type = Projectile
trigger1 = Anim = 3002
trigger1 = AnimElem = 3
projid = 1020
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, HP
guard.sparkno = 41
damage    = 70,8
animtype  = Heavy
guardflag = MA
pausetime = 3,6
sparkno = 3
sparkxy = -13, 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 3000, Anim]
type = ChangeAnim
triggerall = Anim = 3000
triggerall = AnimElem = 4, > 5
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 3001

[State 3000, Anim]
type = ChangeAnim
triggerall = Var(1) > 6
triggerall = Anim = 3001
triggerall = AnimElem = 3, > 5
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 3002

[State 3000, Anim]
type = ChangeAnim
triggerall = Var(1) > 8
triggerall = Anim = 3002
triggerall = AnimElem = 3, > 5
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 3003

[State 3000, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; Super Rolling Attack
[Statedef 3600]
type    = S
movetype= A
physics = N
juggle  = 4
ctrl = 0
anim = 10
velset = 0,0



;[State 3600, VarSet]
;type = VarSet
;trigger1 = Command = "sroll_x"
;trigger1 = AnimElem = 1
;v = 1
;value = 6

;[State 3600, VarSet]
;type = VarSet
;trigger1 = Command = "sroll_y"
;trigger1 = AnimElem = 1
;v = 1
;value = 8

;[State 3600, VarSet]
;type = VarSet
;trigger1 = Command = "sroll_z"
;trigger1 = AnimElem = 1
;v = 1
;value = 10


[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3600, SuperPause]
type = SuperPause
triggerall = Var(1) = 6
trigger1 = Anim = 10
trigger1 = AnimElem = 1
pos = 5, -70
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -1000

[State 3600, SuperPause]
type = SuperPause
triggerall = Var(1) = 8
trigger1 = Anim = 10
trigger1 = AnimElem = 1
pos = 5, -70
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -2000

[State 3600, SuperPause]
type = SuperPause
triggerall = Var(1) >= 10
trigger1 = Anim = 10
trigger1 = AnimElem = 1
pos = 5, -70
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -3000

[State 3600, AfterImage]
type = AfterImage
trigger1 = Anim = 10
trigger1 = AnimElem = 1
time = 1

[State 3600, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3600, VelSet]
type = VelSet
trigger1 = Anim = 10
trigger1 = AnimTime = 0
x = Var(1)

[State 3600, PlaySnd]
type = PlaySnd
trigger1 = Anim = 10
trigger1 = AnimTime = 0
value = 10, 5
channel = 0

[State 3600, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 10
trigger1 = AnimTime = 0
value = 5230

[State 3600, PlayerPush]
type = PlayerPush
trigger1 = Anim = 5230
trigger1 = TimeMod = 2,0
value = 0

[State 3600, PlaySnd]
type = PlaySnd
trigger1 = Anim = 5230
trigger1 = AnimElem = 2
value = 1, 3
channel = 1

[State 3600, Hit]
type = HitDef
triggerall = Anim = 5230
trigger1 = AnimElem = 1,1
trigger2 = AnimElem = 3
attr = S, HA
damage    = 70,10
animtype  = Medium
getpower  = 0
guardflag = L
hitflag = MAF
pausetime = 5,5
sparkno = 3
sparkxy = -20,-20
hitsound   = S2,3
guardsound = S2,0
forcestand = 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 20
ground.velocity = -5,0
airguard.velocity = -2,-2
air.type = High
air.velocity = -5,-2
air.juggle = 1
air.fall = 1

[State 3600, Hit]
type = HitDef
triggerall = Anim = 5230
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
attr = S, HA
damage    = 70,10
animtype  = Medium
getpower  = 0
guardflag = L
hitflag = MAF
pausetime = 5,5
sparkno = 3
sparkxy = -20,-20
hitsound   = S2,3
guardsound = S2,0
forcestand = 1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 20
ground.velocity = -5,0
airguard.velocity = -2,-2
air.type = Low
air.velocity = -5,-2
air.juggle = 1
air.fall = 1

[State 3600, Hit]
type = HitDef
trigger1 = Var(1) = 6
trigger1 = HitCount = 3
trigger2 = Var(1) = 8
trigger2 = HitCount = 5
trigger3 = Var(1) >= 10
trigger3 = HitCount = 7
attr = S, HA
damage    = 70,10
animtype  = Medium
getpower  = 0
guardflag = L
hitflag = MAF
pausetime = 10,10
sparkno = 3
sparkxy = -20,-20
hitsound   = S2,3
guardsound = S2,0
forcestand = 1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 20
ground.velocity = -5,-5
airguard.velocity = -2,-2
air.type = Low
air.velocity = -5,-5
air.juggle = 1
air.fall = 1
fall = 1

[State 3600, State]
type = ChangeState
trigger1 = Var(1) = 6
trigger1 = HitCount >= 4
trigger2 = Var(1) = 8
trigger2 = HitCount >= 6
trigger3 = Var(1) >= 10
trigger3 = HitCount >= 8
trigger4 = MoveContact
trigger4 = HitCount <= 0
value = 3601

[State 3600, State]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = Time >= 50
trigger2 = Time >= 100
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Rolling Attack Bounce off
[Statedef 3601]
type    = A
movetype= A
physics = A
velset = -2,-8
ctrl = 0

[State 3600, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3600, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3
channel = 1

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