; T.Hawk's states
;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Random < 330
value = 18011
[State 180, 1]
type = ChangeState
trigger1 = Random < 330
value = 182111

;---------------------------------------------------------------------------
; Win Pose
[Statedef 18011]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 180, 0]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 1,15

[State 180, 0]
type = VarSet
trigger1 = Time = 0
trigger1 = Command = "hold_a"
v = 0
value = 1

[State 180, 0]
type = VarSet
trigger1 = Time = 0
trigger1 = Command = "hold_b"
v = 0
value = 6

[State 180, 0]
type = VarSet
trigger1 = Time = 0
trigger1 = Command = "hold_c"
v = 0
value = 11

[State 180, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 180, 2]
type = ChangeAnim
triggerall = Var(0) = [6,10]
trigger1 = Time = 0
value = 183

[State 180, 3]
type = AssertSpecial
trigger1 = Var(0) = [1,5]
trigger1 = Time < 200
trigger2 = Var(0) = [6,10]
trigger2 = Time < 300
flag = RoundNotOver

[State 180, 4]
type = Helper
triggerall = Var(0) = [6,10]
trigger1 = Time = 20
helpertype = normal
ignorehitpause = 1
name = "Hawk"
id = 8000
facing = 1
pos = -110,-190
postype = P1
stateno = 8020
keyctrl = 0
ownpal = 1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10

[State 180, 5]
type = PlaySnd
trigger1 = Anim = 180
trigger1 = AnimElem = 2,40
trigger2 = Anim = 183
trigger2 = AnimElem = 2,140
value = 10, 13
channel = 0

[State 180, 6]
type = ChangeState
triggerall = Var(0) = [11,15]
trigger1 = Time = 0
value = 181

;----------------------------------------------------------------------------
; Win pose 1
[Statedef 182111]
type = S
ctrl = 0
anim = 182111
velset = 0,0

[State 180, 5]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 13
channel = 0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


;---------------------------------------------------------------------------
; Win Pose - Call Hawk 
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 1]
type = AssertSpecial
trigger1 = Time < 400
flag = RoundNotOver

[State 181, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 3]
type = VarSet
trigger1 = Time <= 0
v = 0
value = 0

[State 181, 4]
type = PlaySnd
trigger1 = Anim = 181
trigger1 = AnimElem = 9
value = 10, 12
channel = 0

[State 181, 5]
type = Helper
trigger1 = Time = 70
helpertype = normal
ignorehitpause = 1
name = "Hawk"
id = 8000
facing = -1
pos = 155,-205
postype = P1
stateno = 8010
keyctrl = 0
ownpal = 1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10

[State 181, 6]
type = ChangeAnim
triggerall = NumHelper(8000) > 0
triggerall = Anim = 181
trigger1 = var(0) = 1
value = 182

;---------------------------------------------------------------------------
; Introduction
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190, 0]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,1

[State 190, 356]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Rainbow Mika By TAMAGO"
value = 10000

[State 190, 356]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Juni"
value = 10001

[State 190, 356]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "M.Bison"
trigger2 = p2name = "M.Bison2"
value = 10002

[State 190, 10]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "T.Hawk"
value = 10003

[State 190, 16]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Target Test" 
value = 10004

[State 190, 16]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Duck Hunt" 
value = 10005

[State 190, 4]
type = ChangeState
trigger1 = var(0) = 1
value = 191

[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10005]
type = S
ctrl = 0
anim = 195
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10003, 5]
type = ChangeAnim
triggerall = Anim = 195
trigger1 = Time = 62
value = 0

[State 10005, 5]
type = PalFX
trigger1 = Time = 1050
add = 55,55,2
mul = 240,240,2
sinadd = 82,82,2,25
invertall = 0
color = 0
ignorehitpause = 1

[State 10005, 5]
type = allPalFX
trigger1 = Time = 1050
time = 60
add = 100,100,100
mul = 100,100,100
sinadd = 200,200,200,50
invertall = 0
color = 256
ignorehitpause = 1
persistent = 0


[State 10005, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro


[State 10005, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 80
anim = F95103343
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10005, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F5747433
postype = left
pos = 160,50
ownpal = 1
ontop = 1
sprpriority = 1

[State 10005, Exlod2] ;Text
type = Explod
trigger1 = Time = 0
anim = F116449222
postype = left
pos = 160,50
ownpal = 1
ontop = 0

[State 10005, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10004]
type = S
ctrl = 0
anim = 195
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10003, 5]
type = ChangeAnim
triggerall = Anim = 195
trigger1 = Time = 62
value = 0

[State 10004, 5]
type = PalFX
trigger1 = Time = 1050
add = 55,55,2
mul = 240,240,2
sinadd = 82,82,2,25
invertall = 0
color = 0
ignorehitpause = 1

[State 10004, 5]
type = allPalFX
trigger1 = Time = 1050
time = 60
add = 100,100,100
mul = 100,100,100
sinadd = 200,200,200,50
invertall = 0
color = 256
ignorehitpause = 1
persistent = 0


[State 10004, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro


[State 10003, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 80
anim = F95103343
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10004, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F1012342122
postype = left
pos = 160,50
ownpal = 1
ontop = 1
sprpriority = 2

[State 10004, Exlod2] ;Text
type = Explod
trigger1 = Time = 1
anim = F116449222
postype = left
pos = 160,50
ownpal = 1
;ontop = 1
sprpriority = 1

[State 10004, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10003]
type = S
ctrl = 0
anim = 195
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10003, 5]
type = ChangeAnim
triggerall = Anim = 195
trigger1 = Time = 62
value = 0


[State 10003, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 880
flag = Intro

[State 10003, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510646
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10003, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F100001121
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10003, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 880
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10000]
type = S
ctrl = 0
anim = 195
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10003, 5]
type = ChangeAnim
triggerall = Anim = 195
trigger1 = Time = 62
value = 0


[State 10000, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro

[State 10000, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10000, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10080
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10000, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10001]
type = S
ctrl = 0
anim = 195
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10001, 5]
type = ChangeAnim
triggerall = Anim = 195
trigger1 = Time = 62
value = 0


[State 10001, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1320
flag = Intro

[State 10001, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9610
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10001, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10081
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10001, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1320
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10002]
type = S
ctrl = 0
anim = 195
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10002, 5]
type = ChangeAnim
triggerall = Anim = 195
trigger1 = Time = 62
value = 0


[State 10002, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro

[State 10002, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10002, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10082
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10002, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

;---------------------------------------------------------------------------
; Introduction with Hawk
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 191, 1] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4]
type = Helper
trigger1 = Time = 0
helpertype = normal
ignorehitpause = 1
name = "Hawk"
id = 8000
facing = 1
pos = 55,-115
postype = p1
stateno = 8000
keyctrl = 0
ownpal = 1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10

[State 191, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Taunt
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
poweradd = 200
sprpriority = 2

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 2,10
value = 10, 13
channel = 0

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 200
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 20, 1
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 0
sparkxy = -20, -80
hitsound = S2, 1
guardsound = S2, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -4
air.type = High
air.velocity = -2,-2
air.hittime = 11

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 7
ctrl = 0
velset = 0,0
anim = 210



[State 210, Width]
type = Width
trigger1 = 1
value = 20,0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 2

[State 210, 2]
type = HitDef
triggerall = Anim = 210
trigger1 = Time = 0
attr = S, NA
damage = 40, 2
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 1
sparkxy = -20, -80
hitsound = S2, 2
guardsound = S2, 0
ground.type = High
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -6
air.type = Low
air.velocity = -3,-3
air.hittime = 15


[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 20
ctrl = 0
velset = 0,0
anim = 211


[State 210, Width]
type = Width
trigger1 = 1
value = 20,0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3


[State 210, 2]
type = HitDef
triggerall = Anim = 211
trigger1 = AnimElem = 3
attr = S, NA
damage = 60, 3
getpower = 60,16
givepower = 30,22
animtype = Medium
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = 2
sparkxy = -13, -50
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slideTime = 5
ground.hitTime  = 10
air.hitTime = 10
ground.velocity = -4.2, -4.7
air.velocity = -4,-2
fall = 1
fall.recover = 1

[State 210, 2]
type = HitDef
triggerall = MoveContact = 0
triggerall = Anim = 211
trigger1 = AnimElem = 4
attr = S, NA
damage = 60, 3
getpower = 60,16
givepower = 30,22
animtype = Medium
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 2
sparkxy = -20, -120
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slideTime = 5
ground.hitTime  = 10
air.hitTime = 10
ground.velocity = -3.2, -6.7
air.velocity = -4,-3
fall = 1
fall.recover = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Standing Strong Punch
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 7
ctrl = 0
velset = 0,0
anim = 220



[State 220, Width]
type = Width
trigger1 = 1
value = 20,0

[State 220, Width]
type = Width
trigger1 = Time >= 10
trigger1 = Time <= 20
value = 40,0

[State 220, 1]
type = PlaySnd
trigger1 = Anim = 220
trigger1 = AnimElem = 3
value = 10, 8
channel = 0

[State 220, 1]
type = PlaySnd
trigger1 = Anim = 221
trigger1 = AnimElem = 3
value = 10, 7
channel = 0

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

[State 220, 2]
type = HitDef
triggerall = Anim = 220
trigger1 = Time = 0
attr = S, NA
damage = 60, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -75
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -9
air.type = Low
air.velocity = -4,-2
air.hittime = 17


[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Punch
[Statedef 221]
type    = S
movetype= A
physics = S
juggle  = 7
ctrl = 0
velset = 0,0
anim = 221



[State 220, Width]
type = Width
trigger1 = 1
value = 20,0

[State 220, Width]
type = Width
trigger1 = Time >= 10
trigger1 = Time <= 20
value = 40,0

;[State 220, 1]
;type = PlaySnd
;trigger1 = Anim = 220
;trigger1 = AnimElem = 3
;value = 10, 8
;channel = 0



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



[State 220, 2]
type = HitDef
triggerall = Anim = 221
trigger1 = Time = 0
attr = S, NA
damage = 65, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -50
hitsound = S2, 3
guardsound = S2, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -10
air.type = Low
air.velocity = -4,-2
air.hittime = 17

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Punch
[Statedef 222]
type    = S
movetype= A
physics = S
juggle  = 7
ctrl = 0
velset = 0,0
anim = 222



[State 220, Width]
type = Width
trigger1 = 1
value = 20,0

[State 220, Width]
type = Width
trigger1 = Time >= 10
trigger1 = Time <= 20
value = 40,0

[State 220, 1]
type = PlaySnd
trigger1 = Anim = 220
trigger1 = AnimElem = 3
value = 10, 8
channel = 0

[State 220, 1]
type = PlaySnd
trigger1 = Anim = 222
trigger1 = AnimElem = 3
value = 10, 7
channel = 0

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



[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 30, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -100
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -5
air.type = Low
air.velocity = -4,-2
air.hittime = 17

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 35, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -40
hitsound = S2, 3
guardsound = S2, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -9
air.type = Low
air.velocity = -4,-2
air.hittime = 17

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Standing Light Kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 7
ctrl = 0
velset = 0,0
anim = 230

[State 230, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 230, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 25, 1
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 0
sparkxy = -20, -10
hitsound = S2, 4
guardsound = S2, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -4
air.type = Low
air.velocity = -2,-2
air.hittime = 11

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 7
ctrl = 0
velset = 0,0
anim = 240

[State 240, 0]
type = ChangeAnim
triggerall = Time = 0
trigger1 = P2BodyDist X < 20
value = 241

[State 240, Width]
type = Width
trigger1 = 1
value = 20,0

[State 240, Width]
type = Width
trigger1 = Anim = 240
trigger1 = Time >= 10
trigger1 = Time <= 20
trigger2 = Anim = 241
trigger2 = Time >= 8
trigger2 = Time <= 18
value = 40,0

[State 240, 1]
type = PlaySnd
trigger1 = Anim = 240
trigger1 = AnimElem = 3
trigger2 = Anim = 241
trigger2 = AnimElem = 2
value = 1, 2

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 45, 2
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 1
sparkxy = -20, -70
hitsound = S2, 5
guardsound = S2, 0
ground.type = High
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -6
air.type = Low
air.velocity = -3,-3
air.hittime = 15

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; Standing Medium Kick
[Statedef 241]
type    = S
movetype= A
physics = S
juggle  = 7
ctrl = 0
velset = 0,0
anim = 241



[State 240, Width]
type = Width
trigger1 = 1
value = 20,0

[State 240, Width]
type = Width
trigger1 = Anim = 241
trigger1 = Time >= 10
trigger1 = Time <= 20
trigger2 = Anim = 241
trigger2 = Time >= 8
trigger2 = Time <= 18
value = 40,0

[State 240, 1]
type = PlaySnd
trigger1 = Anim = 241
trigger1 = AnimElem = 3
value = 1, 3

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 60, 3
getpower = 60,16
givepower = 30,22
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 2
sparkxy = -20, -70
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -10
air.type = Low
air.velocity = -2,-4
air.hittime = 17

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hop Kick
[Statedef 240344]
type    = S
movetype= A
physics = S
;poweradd= 60
ctrl = 0
velset = 0,0
anim = 6402323

[State 700, 10]
type = ChangeState
Trigger1 = AnimElem = 3
value = 240345

;---------------------------------------------------------------------------
; Standing Medium Kick
[Statedef 240345]
type    = A
movetype= A
physics = N
velset = 3,-4

[State 700, 0]
type = VelAdd
trigger1 = 1
y = .40

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3


[State 240, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 70, 3
getpower = 60,16
givepower = 30,22
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 2
sparkxy = -20, -70
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -6,-4
air.type = High
air.velocity = -4,-2
air.hittime = 17
fall=1

[State 700, 10]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 702444


[Statedef 702444]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 47

[State 700, 0]
type = PosSet
trigger1 = Time = 0
y = 0

;[State 700, 1]
;type = MakeDust
;trigger1 = Time = 0
;pos = 0,0

[State 700, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Kick
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 7
ctrl = 0
velset = 0,0
anim = 250

[State 250, 0]
type = ChangeAnim
triggerall = Time = 0
trigger1 = P2BodyDist X < 20
value = 251

[State 250, Width]
type = Width
trigger1 = 1
value = 20,0

[State 250, Width]
type = Width
trigger1 = Anim = 250
trigger1 = Time >= 10
trigger1 = Time <= 20
value = 40,0

[State 250, 1]
type = PlaySnd
trigger1 = Anim = 250
trigger1 = AnimElem = 3
value = 10, 10
channel = 0

[State 250, 1]
type = PlaySnd
trigger1 = Anim = 251
trigger1 = AnimElem = 2
value = 10, 8
channel = 0

[State 250, 1]
type = PlaySnd
trigger1 = Anim = 250
trigger1 = AnimElem = 3
trigger2 = Anim = 251
trigger2 = AnimElem = 2
value = 1, 3

[State 250, 2]
type = HitDef
triggerall = Anim = 250
trigger1 = AnimElem = 3
attr = S, NA
damage = 65, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -70
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -10
air.type = High
air.velocity = -2,-4
air.hittime = 17

[State 250, 2]
type = HitDef
triggerall = MoveContact = 0
triggerall = Anim = 250
trigger1 = AnimElem = 4
attr = S, NA
damage = 65, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -80
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.type = High
air.velocity = -2,-4
air.hittime = 17

[State 250, 2]
type = HitDef
triggerall = Anim = 251
trigger1 = AnimElem = 2
attr = S, NA
damage = 65, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -80
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -4,-6
air.type = High
air.velocity = -4,-2
air.hittime = 17
fall=1

[State 250, 2]
type = HitDef
triggerall = MoveContact = 0
triggerall = Anim = 251
trigger1 = AnimElem = 3
attr = S, NA
damage = 65, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -100
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -4,-6
air.type = High
air.velocity = -4,-2
air.hittime = 17
fall=1

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 7
ctrl = 0
anim = 400

[State 400, Width]
type = Width
trigger1 = 1
value = 10,0

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 400, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 19, 1
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = MA
hitflag = MAF
pausetime = 10, 10
sparkno = 0
sparkxy = -20, -50
hitsound = S2, 1
guardsound = S2, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -4
air.type = Low
air.velocity = -2,-2
air.hittime = 11

[State 400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 7
ctrl = 0
anim = 410

[State 410, Width]
type = Width
trigger1 = 1
value = 10,0

[State 410, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2

[State 410, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 39, 2
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 1
sparkxy = -20, -60
hitsound = S2, 2
guardsound = S2, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.type = Low
air.velocity = -3,-3
air.hittime = 11

[State 410, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 7
ctrl = 0
anim = 420

[State 420, Width]
type = Width
trigger1 = 1
value = 10,0

[State 420, Width]
type = Width
trigger1 = Time >= 5
trigger1 = Time <= 25
value = 40,0

[State 420, Width]
type = Width
trigger1 = Time >= 10
trigger1 = Time <= 20
value = 60,0

[State 420, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 29, 3
getpower = 40,14
givepower = 20,12
animtype = Meadium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -80
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -6
air.type = Low
air.velocity = -2,-4
air.hittime = 17

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = 34, 3
getpower = 40,14
givepower = 20,12
animtype = Heavy
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -10
hitsound = S2, 3
guardsound = S2, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -6
air.type = Low
air.velocity = -2,-4
air.hittime = 17

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Kick
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 7
ctrl = 0
anim = 430

[State 430, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 430, Width]
type = Width
trigger1 = 1
value = 10,0

[State 430, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 24, 1
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = L
hitflag = MAF
pausetime = 10, 10
sparkno = 0
sparkxy = -20, -10
hitsound = S2, 4
guardsound = S2, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -4
air.type = Low
air.velocity = -2,-2
air.hittime = 11

[State 430, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Kick
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
ctrl = 0
anim = 440

[State 440, Width]
type = Width
trigger1 = 1
value = 10,0

[State 440, Width]
type = Width
trigger1 = Time >= 5
trigger1 = Time <= 15
value = 40,0

[State 440, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2

[State 440, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 44, 2
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 1
sparkxy = -20, -10
hitsound = S2, 5
guardsound = S2, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.type = Low
air.velocity = -2,-2
air.hittime = 15

[State 440, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch Strong Kick
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 9
ctrl = 0
anim = 450

[State 450, Width]
type = Width
trigger1 = Time <= 10
value = 20,0

[State 450, Width]
type = Width
trigger1 = Time >= 10
trigger1 = Time <= 15
trigger2 = Time > 30
trigger2 = Time < 40
value = 40,0

[State 450, PosAdd]
type = PosAdd
trigger1 = TimeMod = 10,0
x = 10

[State 450, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6,4
value = 1, 3

[State 450, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
attr = C, NA
damage = 32, 3
getpower = 40,14
givepower = 20,12
animtype = Heavy
guardflag = L
hitflag = MAF
;priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -10
hitsound = S2, 6
guardsound = S2, 0
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -2,-4
air.type = Trip
air.velocity = -2,-4
air.hittime = 17
air.fall = 1
fall = 1

[State 450, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 7
ctrl = 0
anim = 600

[State 600, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 20, 1
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 0
sparkxy = -20, -80
hitsound = S2, 1
guardsound = S2, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 19
ground.velocity = -4
air.type = High
air.velocity = -2,-2
air.hittime = 17

[State 600, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610

[State 610, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2

[State 610, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 40, 0
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = -20, -80
hitsound = S2, 2
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -2,-2
air.type = High
air.velocity = -2,-2
air.hittime = 12

[State 610, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Strong Punch
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 7
ctrl = 0

[State 620, 1]
type = ChangeAnim
triggerall = Vel X = 0
trigger1 = Time = 0
value = 620

[State 620, 1]
type = ChangeAnim
triggerall = Vel X != 0
trigger1 = Time = 0
value = 621

[State 620, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 620, 3]
type = HitDef
trigger1 = Anim = 620
trigger1 = AnimElem = 3
attr = A, NA
damage = 60, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -110
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.type = High
air.velocity = -4,-2
air.hittime = 17

[State 620, 3]
type = HitDef
trigger1 = Anim = 621
trigger1 = AnimElem = 3
attr = A, NA
damage = 60, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -50
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.type = High
air.velocity = -4,-2
air.hittime = 17

[State 620, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1


;---------------------------------------------------------------------------
; Jump Strong Punch
[Statedef 620123]
type    = A
movetype= A
physics = A
juggle  = 7
ctrl = 0
anim = 621



[State 620, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2



[State 620, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 40, 2
getpower = 40,14
givepower = 20,12
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -20, -50
hitsound = S2, 2
guardsound = S2, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 19
ground.velocity = -8
air.type = High
air.velocity = -3,-3
air.hittime = 19

[State 620, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Body Press
[Statedef 625]
type    = A
movetype= A
physics = A
juggle  = 7
ctrl = 0
anim = 625

[State 620, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 620, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 65, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -80
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 23
ground.hittime = 17
guard.hittime  = 17
ground.velocity = -6.1
air.velocity = -6,1
fall=1

[State 600, 5]
type = CtrlSet
trigger1 = Time = 30
value = 1

;---------------------------------------------------------------------------
; Jump Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 7
ctrl = 0
anim = 630

[State 630, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 26, 1
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 0
sparkxy = -20, -50
hitsound = S2, 4
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -4
air.type = High
air.velocity = -2,-2
air.hittime = 17

[State 630, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Medium Kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 7
ctrl = 0
anim = 640

[State 640, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2

[State 640, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 46, 2
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 1
sparkxy = -20, -80
hitsound = S2, 5
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -6
air.type = High
air.velocity = -3,-3
air.hittime = 17

[State 640, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Strong Kick
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 7
ctrl = 0
anim = 650

[State 650, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 650, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 71, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -80
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -2.2, -3.7
air.type = High
air.velocity = -4,-2
air.hittime = 17
fall = 1
fall.recover = 1

[State 650, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1


;---------------------------------------------------------------------------
; Jump Strong Kick
[Statedef 650223]
type    = A
movetype= A
physics = A
juggle  = 7
ctrl = 0
anim = 450123

[State 650, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 650, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 66, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -80
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.type = High
air.velocity = -4,-2
air.hittime = 17

[State 650, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1


;---------------------------------------------------------------------------
; Throw - Attempt
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, VarSet]
type = VarSet
triggerall = Time <= 0
trigger1 = command = "counter_pp"
v = 0
value = 0

[State 800, VarSet]
type = VarSet
triggerall = Time <= 0
trigger1 = command = "counter_kk" 
v = 0
value = 1

[State 800, VarSet]
type = VarSet
triggerall = Time <= 0
trigger1 = command = "holdfwd"
v = 1
value = 0

[State 800, VarSet]
type = VarSet
triggerall = Time <= 0
trigger1 = command != "holdfwd"
v = 1
value = 1

[State 800, Width]
type = Width
trigger1 = 1
value = 20,0

[State 800, SprPriority]
type = SprPriority
trigger1 = Time < 15
value = -1

[State 800, SprPriority]
type = SprPriority
trigger1 = Time >= 14
value = 1

[State 800, Arms]
type = Explod
trigger1 = AnimElem = 4
id = 801
anim = 801
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
;removetime = -1
sprpriority = 5
ignorehitpause = 1
shadow = 100,100,100

[State 800, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 0
channel = 0

[State 800, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = -1
ground.velocity = -4,-4
air.velocity = -4,-4
p1facing = ifelse (command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 802
p2stateno = 804
numhits = 0
snap = 70,0
fall = 1

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

;---------------------------------------------------------------------------
; Grab
[Statedef 802]
type    = S
movetype= A
physics = N
anim = 802



[State 802, Width]
type = Width
trigger1 = 1
edge = 30

[State 802, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 802, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 802, SprPriority]
type = SprPriority
trigger1 = 1
value = -1

[State 802, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 802, Arms]
type = Explod
trigger1 = Var(1) = 0
trigger1 = AnimElem = 1
id = 803
anim = 803
pos = 0,0
postype = p1
facing = 1
bindtime = -1
supermove = 1
persistent = 0
removetime = -1
sprpriority = 5
ignorehitpause = 1
shadow = 100,100,100

[State 802, Arms]
type = Explod
trigger1 = Var(1) = 1
trigger1 = AnimElem = 1
id = 803
anim = 803
pos = 0,0
postype = p1
facing = -1
bindtime = -1
supermove = 1
persistent = 0
removetime = -1
sprpriority = 5
ignorehitpause = 1
shadow = 100,100,100

[State 802, Bind]
type = TargetBind
trigger1 = AnimElem = 1, < 10
pos = 70, 0

[State 802, State]
type = ChangeState
trigger1 = Var(0) = 0
trigger1 = Time >= 5
value = 805

[State 802, State]
type = ChangeState
trigger1 = Var(0) = 1
trigger1 = Time >= 8
value = 810

;---------------------------------------------------------------------------
; Grab
[Statedef 805]
type    = S
movetype= A
physics = N
anim = 805


[State 800, Turn]
type = Turn
trigger1 = AnimElem = 1

[State 805, 0]
type = VarSet
trigger1 = AnimElem = 1
trigger2 = AnimTime = 0
v = 1
value = 1

[State 805, 0]
type = VarSet
trigger1 = AnimElem = 2
v = 1
value = 0

[State 805, Width]
type = Width
trigger1 = 1
edge = 30

[State 805, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 805, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 805, SprPriority]
type = SprPriority
trigger1 = 1
value = -1

[State 805, TargetState]
type = TargetState
trigger1 = AnimElem = 1
value = 809

[State 805, Remove Arms]
type = RemoveExplod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimTime = 0

[State 805, Arms]
type = Explod
triggerall = NumExplod = 0
trigger1 = AnimElem = 1
trigger2 = AnimTime = 0
id = 807
anim = 807
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
;persistent = 0
removetime = -1
sprpriority = 5
ignorehitpause = 1
shadow = 100,100,100

[State 805, Arms]
type = Explod
triggerall = NumExplod = 0
trigger1 = AnimElem = 2
id = 808
anim = 808
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
;persistent = 0
removetime = -1
sprpriority = 5
ignorehitpause = 1
shadow = 100,100,100

[State 805, Bind]
type = TargetBind
trigger1 = AnimElem = 1, < 10
trigger2 = AnimTime = 0
pos = 35, -133

[State 805, Bind]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 2, < 10
pos = 35, -135


[State 805, ChangeAnim]
type = ChangeAnim
triggerall = Time > 0
triggerall = Time < 80
triggerall = Var(1) = 1
triggerall = Anim != 806
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
value = 806

[State 805, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 806
trigger1 = AnimTime = 0
value = 805

[State 805, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 8
channel = 0

[State 805, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NT
damage = 10, 0
getpower = 40,14
givepower = 20,12
animtype = Heavy
hitflag = MAF+
priority = 3, Hit
sprpriority = -1
pausetime = 0, 0
sparkno = 2
sparkxy = -10, -120
hitsound = S2,3 ;5, 3
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4,-4
fall.animtype = Heavy
air.type = Heavy
air.velocity = -4,-4
air.hittime = 10
p2stateno = 809
kill = 0

[State 805, State]
type = ChangeState
trigger1 = Time >= 105
value = 810

;---------------------------------------------------------------------------
; Throw
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810

[State 810, Width]
type = Width
trigger1 = Time < 20
edge = 30

[State 810, Width]
type = Width
trigger1 = Time >= 10
value = 30,0

[State 810, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 810, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 10
channel = 0

[State 810, SprPriority]
type = SprPriority
trigger1 = Time < 20
value = -1

[State 810, SprPriority]
type = null ;SprPriority
trigger1 = Time >= 20
value = 1

[State 810, Remove Arms]
type = RemoveExplod
trigger1 = AnimElem = 1

[State 810, TargetState]
type = TargetState
trigger1 = AnimElem = 1
value = 811

[State 810, Bind]
type = TargetBind
trigger1 = AnimElem = 1
pos = -40, -140

[State 810, Bind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 0, -135

[State 810, Bind]
type = TargetBind
trigger1 = AnimElem = 3
pos = 100, -50

[State 810, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Var(0) = 1
trigger1 = AnimElem = 3
value = -10

[State 910, 8]
type = TargetPowerAdd
Trigger1 = AnimElem = 3
value = 50

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 3
value = 60

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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