;===========================================================================
;Apocalypse
;spriters: Ax, RobiWanKen0bi, Cravd & MMV Team
;coder: RobiWanKen0bi
;Do not remove this header
;Do not claim as your own
;Give credit if you use anything from this. Thanks :)
;===========================================================================

;===========================================================================
;Super Marvel vs. Capcom - Eternity of Heroes - Constants Template
;===========================================================================

;---------------------------------------------------------------------------
;Variable List
;---------------------------------------------------------------------------
;Var(1 ~ 5) = Temp Var
;Var(8)     = Combo Announcer, Text Display
;Var(9)     = Combo Announcer, Sound
;Var(10)    = Combo Announcer, Danger
;Var(11)    = Combo Announcer, Normalize Score
;Var(12)    = Super Jump
;Var(13)    = Super Jump Direction
;Var(59)    = Artificial Intelligence

;fVar(10)   = Damage Dampener
;fVar(12)   = Damage Dampener Hit Counter

[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 50
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 256
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1    ;Horizontal scaling factor.
yscale = 1          ;Vertical scaling factor.
ground.back = 37    ;Player width (back, ground)
ground.front = 37   ;Player width (front, ground)
air.back = 37   ;Player width (back, air)
air.front = 37   ;Player width (front, air)
height = 130          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = 0,-110  ;Approximate position of head
mid.pos = 0,-70   ;Approximate position of midsection
shadowoffset = 0   ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2;3    ;Walk forward
walk.back = -2;-2.5    ;Walk backward
run.fwd  = 8,-5   ;Run forward (x, y)
run.back = -8,-4.8 ;Hop backward (x, y)
jump.neu = 0,-10    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 3.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1     ;.
airjump.neu = 0,-8.1     ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 3.5         ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .44        ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82

;-----------------------------------------------------------------------------
;Win Quotes - You can have up to 100 win quotes

[Quotes]
victory1 = "I am as far beyond mutants as they are beyond you."
victory2 = "The time of Apocalypse is at hand!"
victory3 = "How many people have dreamed of my end?"
victory4 = "As your world passes away, we shall forge a new one in fire and blood!"
victory5 = "You are not fit to survive! I am eternal."
victory6 = "Am I doomed to struggle with such, FILTH until the end of time?"
victory7 = "I am the rocks of the Eternal shore, crash against me and be broken!"

;-----------------------------------------------------------------------------
;Run Forward
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1
velset = 7, 0

;[State 100, Don't Walk]
;type = AssertSpecial
;trigger1 = 1
;flag = NoWalk
;flag2 = NoAutoTurn

[State 100, Dash Sound]
type = PlaySnd
trigger1 = time = 3
value = 1100,1
channel = 0

[State 100, Dash Spark]
type = Explod
trigger1 = time < 15
trigger1 = (time % 4) = 1
ID = 41
anim = 2222
postype = p1
pos = -20, -40
bindtime = 1
removetime = -2
vel = -1, 0
ownpal = 1
random = 20, 60
sprpriority = 2

[State 100, Dash Spark]
type = Explod
trigger1 = time < 15
trigger1 = (time % 4) = 0
ID = 42
anim = 2222
postype = p1
pos = -20, -40
bindtime = 1
removetime = -2
vel = -.8, 0
ownpal = 1
random = 20, 60
sprpriority = 2

;[State 100, Slow Down]
;type = VelAdd
;triggerall = Vel X > 0
;trigger1 = time > 15
;x = -.3

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2
trigger2 = animelem = 7
time = 5
freq = 5
ampl = -4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 7
value = S0,11

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

;[State 100, End]
;type = ChangeState
;trigger1 = AnimTime = 0
;value = 0

;-----------------------------------------------------------------------------
;Win Poses
[Statedef 180]
type = S

[State 180, Set Random]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,5

[State 180, 0]; vs Archangel
type = ChangeState
trigger1 = enemy,name="Archangel" 
value = ifelse(roundno>=2,186,181)
ignorehitpause = 1

[State 180, 0]; vs Sunfire
type = ChangeState
trigger1 = enemy,name="Sunfire" 
value = ifelse(roundno>=2,187,181)
ignorehitpause = 1

[State 180, 0]; vs Polaris
type = ChangeState
trigger1 = enemy,name="Polaris" 
value = ifelse(roundno>=2,188,181)
ignorehitpause = 1

[State 180, 0]; vs Deathbird
type = ChangeState
trigger1 = enemy,name="Deathbird" 
value = ifelse(roundno>=2,189,181)
ignorehitpause = 1

[State 180, 0]
type = ChangeState
trigger1 = Var(1) = 0
value = 181

[State 180, 1]
type = ChangeState
trigger1 = Var(1) = 1
value = 182

[State 180, 2]
type = ChangeState
trigger1 = Var(1) = 2
value = 183 

[State 180, 3]
type = ChangeState
trigger1 = Var(1) = 3
value = 184

[State 180, 4]
type = ChangeState
trigger1 = Var(1) = 4
value = 185

[State 180, 5]
type = ChangeState
trigger1 = Var(1) = 5
value = 6192

;-----------------------------------------------------------------------------
;Win Pose 1
[Statedef 181]
type = S
movetype = I
physics = S
ctrl = 0
anim = 181
velset = 0,0

[State 0, laugh]
type = PlaySnd
trigger1 = animelem = 1
value = 12711,15
channel = 5


[state 181, No Life Bar]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 181, Round Not Over Yet]
type = AssertSpecial
trigger1 = time < 300
flag = RoundNotOver

[State 181, Not Hit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;-----------------------------------------------------------------------------
;Win Pose 2
[Statedef 182]
type = S
movetype = I
physics = S
ctrl = 0
anim = 182
velset = 0,0

[State 0, gloat]
type = PlaySnd
trigger1 = animelem = 1
value = 12711,17
channel = 5

;Sinister Appear
[State 0, Explod]
type = Explod
trigger1 = time = 15
anim = 4052
pos = -20,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 84
ontop = 1
supermove
pausemove
sprpriority = 51;-2

;Cyke Appear
[State 0, Explod]
type = Explod
trigger1 = time = 15
anim = 4054
pos = 40,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
ontop = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 500
supermove
pausemove
sprpriority = -2

;Alex AEffect
[State 0, Explod]
type = Explod
trigger1 = time = 45
anim = 4056
pos = 110,-100
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 30
supermove
pausemove
sprpriority = 22

;Alex Appear
[State 0, Explod]
type = Explod
trigger1 = time = 45
anim = 4055
pos = 90,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 500
supermove
pausemove
sprpriority = -2

;Sinister Stance 
[State 0, Explod]
type = Explod
trigger1 = time = 99
anim = 4053
pos = -20,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
ontop = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 500
supermove
pausemove
sprpriority = 50 ;-2

[state 182, No Life Bar]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 182, Round Not Over Yet]
type = AssertSpecial
trigger1 = time < 400
flag = RoundNotOver

[State 182, Not Hit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;-----------------------------------------------------------------------------
;Win Pose 3
[Statedef 183]
type = S
movetype = I
physics = S
ctrl = 0
anim = 183
velset = 0,0


[State 0, laugh]
type = PlaySnd
trigger1 = animelem = 3
value = 12711,0
channel = 5

[state 183, No Life Bar]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 183, Round Not Over Yet]
type = AssertSpecial
trigger1 = time < 200
flag = RoundNotOver

[State 183, Not Hit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;-----------------------------------------------------------------------------
;Win Pose 4
[Statedef 184]
type = S
movetype = I
physics = S
ctrl = 0
anim = 184
velset = 0,0

[state 184, No Life Bar]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 184, laugh]
type = PlaySnd
trigger1 = animelem = 1
value = 501,3 ;180,0
channel = 5


;Deathbird Stand 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30100
pos = -50,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 0
supermove
pausemove
sprpriority = -20

;Polaris Cloak 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30101
pos = -45,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 0
supermove
pausemove
sprpriority = 11;-2

;Polaris Stand 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30102
pos = -45,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 1
supermove
pausemove
sprpriority = 12;-2


;Polaris AEffect
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 4056
pos = -35,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 30
supermove
pausemove
sprpriority = 22




;Archangel Stand 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30104
pos = 70,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 1
supermove
pausemove
sprpriority = 10;-2

;Sunfire Stand 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30105
pos = 30,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 1
supermove
pausemove
sprpriority = 9;-2

;Sunfire fire 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30106
pos = 30,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 30 ;84
ontop = 1
supermove
pausemove
sprpriority = 9;-2

[State 184, Round Not Over Yet]
type = AssertSpecial
trigger1 = time < 250
flag = RoundNotOver

[State 184, Not Hit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;-----------------------------------------------------------------------------
;Win Pose 5
[Statedef 185]
type = S
movetype = I
physics = S
ctrl = 0
anim = 185
velset = 0,0

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

[State 0, laugh]
type = PlaySnd
trigger1 = Var(1) = 0
trigger1 = animelem = 3
value = 12711,8
channel = 5

[State 0, laugh]
type = PlaySnd
trigger1 = Var(1) = 1
trigger1 = animelem = 3
value = 12711,13
channel = 5

[state 184, No Life Bar]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 184, Round Not Over Yet]
type = AssertSpecial
trigger1 = time < 350
flag = RoundNotOver

[State 184, Not Hit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;-----------------------------------------------------------------------------
;Win Pose Horsemen - Archangel
[Statedef 186]
type = S
movetype = I
physics = S
ctrl = 0
anim = 186
velset = 0,0


[State 0, gloat]
type = PlaySnd
trigger1 = animelem = 1
value = 12711,14
channel = 5

;Deathbird Stand 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30100
pos = -50,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 0
supermove
pausemove
sprpriority = -20

;Polaris Cloak 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30101
pos = -45,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 0
supermove
pausemove
sprpriority = 11;-2

;Polaris Stand 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30102
pos = -45,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 1
supermove
pausemove
sprpriority = 12;-2


;Polaris AEffect
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 4056
pos = -35,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 30
supermove
pausemove
sprpriority = 22




;Sunfire Stand 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30105
pos = 30,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 1
supermove
pausemove
sprpriority = 9;-2

;Sunfire fire 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30106
pos = 30,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 30 ;84
ontop = 1
supermove
pausemove
sprpriority = 9;-2

[state 184, No Life Bar]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 184, Round Not Over Yet]
type = AssertSpecial
trigger1 = time < 500
flag = RoundNotOver

[State 184, Not Hit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1



;-----------------------------------------------------------------------------
;Win Pose Horsemen - Sunfire
[Statedef 187]
type = S
movetype = I
physics = S
ctrl = 0
anim = 186
velset = 0,0


[State 0, gloat]
type = PlaySnd
trigger1 = animelem = 1
value = 12711,14
channel = 5

;Deathbird Stand 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30100
pos = -50,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 0
supermove
pausemove
sprpriority = -20

;Polaris Cloak 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30101
pos = -45,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 0
supermove
pausemove
sprpriority = 11;-2

;Polaris Stand 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30102
pos = -45,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 1
supermove
pausemove
sprpriority = 12;-2


;Polaris AEffect
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 4056
pos = -35,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 30
supermove
pausemove
sprpriority = 22




;Archangel Stand 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30104
pos = 70,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 1
supermove
pausemove
sprpriority = 10;-2


[state 184, No Life Bar]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 184, Round Not Over Yet]
type = AssertSpecial
trigger1 = time < 500
flag = RoundNotOver

[State 184, Not Hit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1



;-----------------------------------------------------------------------------
;Win Pose Horsemen - Polaris
[Statedef 188]
type = S
movetype = I
physics = S
ctrl = 0
anim = 186
velset = 0,0


[State 0, gloat]
type = PlaySnd
trigger1 = animelem = 1
value = 12711,14
channel = 5

;Deathbird Stand 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30100
pos = -50,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 0
supermove
pausemove
sprpriority = -20




;Archangel Stand 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30104
pos = 70,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 1
supermove
pausemove
sprpriority = 10;-2

;Sunfire Stand 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30105
pos = 30,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 1
supermove
pausemove
sprpriority = 9;-2

;Sunfire fire 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30106
pos = 30,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 30 ;84
ontop = 1
supermove
pausemove
sprpriority = 9;-2

[state 184, No Life Bar]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 184, Round Not Over Yet]
type = AssertSpecial
trigger1 = time < 500
flag = RoundNotOver

[State 184, Not Hit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


;-----------------------------------------------------------------------------
;Win Pose Horsemen - Deathbird
[Statedef 189]
type = S
movetype = I
physics = S
ctrl = 0
anim = 186
velset = 0,0


[State 0, gloat]
type = PlaySnd
trigger1 = animelem = 1
value = 12711,14
channel = 5

;Polaris Cloak 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30101
pos = -45,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 0
supermove
pausemove
sprpriority = 11;-2

;Polaris Stand 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30102
pos = -45,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 1
supermove
pausemove
sprpriority = 12;-2


;Polaris AEffect
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 4056
pos = -35,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 30
supermove
pausemove
sprpriority = 22




;Archangel Stand 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30104
pos = 70,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 1
supermove
pausemove
sprpriority = 10;-2

;Sunfire Stand 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30105
pos = 30,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 1
supermove
pausemove
sprpriority = 9;-2

;Sunfire fire 
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30106
pos = 30,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 30 ;84
ontop = 1
supermove
pausemove
sprpriority = 9;-2

[state 184, No Life Bar]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 184, Round Not Over Yet]
type = AssertSpecial
trigger1 = time < 500
flag = RoundNotOver

[State 184, Not Hit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;-----------------------------------------------------------------------------
;Introductions
[Statedef 190]
type = S

[State 190, Cable]; vs Cable
type = ChangeState
trigger1 = !time
trigger1 = p2name = "Cable"
value = 196

[State 190, Angel]; vs Angel
type = ChangeState
trigger1 = !time
trigger1 = p2name = "Angel" || p2name = "Archangel"
value = 199

[State 190, Set Random]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,7 

[State 190, 0]
type = ChangeState
triggerall = p2name != "Cable" || p2name != "Angel" || p2name != "Archangel"
trigger1 = Var(1) = 0
value = 191

[State 190, 1]
type = ChangeState
triggerall = p2name != "Cable" || p2name != "Angel" || p2name != "Archangel"
trigger1 = Var(1) = 1
value = 192

[State 190, 2]
type = ChangeState
triggerall = p2name != "Cable" || p2name != "Angel" || p2name != "Archangel"
trigger1 = Var(1) = 2
value = 194

[State 190, 3]
type = ChangeState
triggerall = p2name != "Cable" || p2name != "Angel" || p2name != "Archangel"
trigger1 = Var(1) = 3
value = 197 ;196

[State 190, 4]
type = ChangeState
triggerall = p2name != "Cable" || p2name != "Angel" || p2name != "Archangel"
trigger1 = Var(1) = 4
value = 197

[State 190, 5]
type = ChangeState
triggerall = p2name != "Cable" || p2name != "Angel" || p2name != "Archangel" 
trigger1 = Var(1) = 5
value = 198

[State 190, 6]
type = ChangeState
triggerall = p2name != "Cable" || p2name != "Angel" || p2name != "Archangel" 
trigger1 = Var(1) = 6
value = 6090

[State 190, 6]
type = ChangeState
triggerall = p2name != "Cable" || p2name != "Angel" || p2name != "Archangel" 
trigger1 = Var(1) = 7
value = 6092
;-----------------------------------------------------------------------------
;Intro 1
[Statedef 191]
type = S
movetype = I
physics = N
ctrl = 0
anim = 191 ;190 - huh, that doesn't exist? :(
velset = 0,0
spriority = 0

[State 0, gloat]
type = PlaySnd
trigger1 = animelem = 2
value = 12711,11
channel = 5

[State 191, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0 ;193 ;Move around before match

;-----------------------------------------------------------------------------
;Intro 2
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 192, grab]
type = PlaySnd
trigger1 = animelem = 1
value = 12711,16
channel = 5

[State 192, laugh]
type = PlaySnd
trigger1 = animelem = 11
value = 12711,20
channel = 5

[State 192, hit]
type = PlaySnd
trigger1 = animelem = 5
value = 8000,2

[State 192, Cable]
type = Explod
trigger1 = time = 0
anim = 193
sprpriority = 4
postype = p1
pos = 0,0 ;60,-115
supermove = 1
removetime = -1
ownpal = 1
;scale = .95, .95
shadow = 35,35,35

[State 192, hitspark]
type = Explod
trigger1 = animelem = 6
anim = 7700 ;4100
sprpriority = 5
postype = p1
pos = 120,-100 ;55,-87
supermove = 1
removetime = 14
ownpal = 1

[State 192, falldust]
type = Explod
trigger1 = time = 177
anim = 197
sprpriority = 3
postype = p1
pos = 140,18
supermove = 1
removetime = 19
ownpal = 1

[State 192, fall]
type = PlaySnd
trigger1 = time = 177
value = 8100,0

[state 192, 2]
type = assertspecial
trigger1 = 1
flag = intro

[State 192, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;-----------------------------------------------------------------------------
;Intro 3
[Statedef 194]
type = S
movetype = I
physics = N
ctrl = 0
anim = 9999
velset = 0,0
spriority = 0

[State 194, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

; gloat
[State 194, PlaySnd]
type = PlaySnd
trigger1 = time = 20
value = 12711,1
channel = 5

[State 6090]
type = PlaySnd
trigger1 = time = 330
value = 196,1

[State 194, Explod]
type = Explod
trigger1 = time = 0
anim = 194
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
;vel = -10,0
accel = 0,0
random = 0,0
removetime = 300
supermove
pausemove
sprpriority = 1

[State 194, Explod]
type = Explod
trigger1 = time = 300
anim = 6097
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
;vel = -10,0
accel = 0,0
random = 0,0
removetime = 150
supermove
pausemove
sprpriority = 1

;[State 194, ChangeState]
;type = ChangeState
;trigger1 = AnimTime = 0
;value = 0 ;193 ;Move around before match

[State 194, VarSet]
type = VarSet
trigger1 = time = 400
v = 0
value = 0

[State 194, ChangeState]
type = ChangeState
trigger1 = time = 450 
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Taunt Morphing

[StateDef 195]
type = S
movetype = A
physics = S
anim = 195
ctrl = 0
velset = 0,0


[State 195, Set Random]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,3

[State 195, Snd]
type=playsnd
trigger1= animelem = 2
value = 12711,20
channel=1

[State 195, HitDef]
type = HitDef
trigger1 = animelem = 1
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 2
p1stateno = 1195
p2stateno = 1196

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

[Statedef 1195]
type = S
movetype = A
physics = S
anim = 1195
sprpriority = 2

[State 195, Snd]
type=playsnd
trigger1= animelem=2 && var(1)!=0
value=12711,5
channel=1

[State 195, Snd]
type=playsnd
trigger1= animelem=2 && var(1)!=1
value=12711,3
channel=1

[State 195, Snd]
type=playsnd
trigger1= animelem=2 && var(1)!=2
value=12711,19
channel=1

[State 195, Snd]
type=playsnd
trigger1= animelem=2 && var(1)!=3
value=12711,7
channel=1


[State 1195, Explod]
type = Explod
trigger1 = time = 9 && animexist(1195)
anim = 11995
ID = 17229
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1.12,1.12
removetime = -2
sprpriority = -91
shadow = 100,100,100

[State 1195, ChangeState]
type = ChangeState
triggerall = time > 10
trigger1 = enemynear, numexplod(1196)=0
value = 11997
ctrl = 0

[Statedef 1196]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 1196, Explod]
type = Explod
trigger1 = time = 10 && animexist(0)
anim = 0;195
ID = 1196
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 71
vel = 0,0
accel = 0,0
random = 0,0
removetime = 72
shadow = 100,100,100

[State 1196, RemoveExplod]
type = RemoveExplod
trigger1 = movehit
id =  1196


[State 1196, Explod]
type = Explod
trigger1 = time = 10 && !animexist(0)
anim = 5300
ID = 1196
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 71
vel = 0,0
accel = 0,0
random = 0,0
removetime = 72
supermove
pausemove
shadow = 100,100,100

[State 1196, SelfState]
type = SelfState
trigger1 = time = 21
value = 0
ctrl = 1

[State 1196, DestroySelf]
type = DestroySelf
trigger1 = movehit


[Statedef 11997]
type = S
movetype = A
physics = S
anim = 11997
sprpriority = 2

[State 11197, Explod]
type = Explod
trigger1 = time = 0 && animexist(11997)
anim = 9991
ID = 17229
pos = 0,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,2
removetime = -2
sprpriority = -91
shadow = 100,100,100


[State 11997, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------





;-----------------------------------------------------------------------------
;Intro 4
[Statedef 196]
type = S
movetype = I
physics = N
ctrl = 0
anim = 196
velset = 0,0
sprpriority = 0

[State 191, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, gloat]
type = PlaySnd
trigger1 = animelem = 2
value = 12711,4
channel = 5

[State 191, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0 ;193 ;Move around before match


;---------------------------------------------------------------------------
; Introduction 5

[Statedef 197]
type = S
ctrl = 0
physics = N
anim = 190
velset = 0,0
sprpriority = 0

[State 197] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 197]
type = PlaySnd
trigger1 = AnimElem = 2
value = 12711,3
channel = 5

[State 197]
type = PlaySnd
trigger1 = AnimElem = 4
value = 196,0

[State 197, Explod]
type = Explod
;triggerall = palno != [3,5] 
trigger1 = time = 0
anim = 188
ID = 188
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = 1,1
shadow = 0,0,0
ownpal = 1
sprpriority = -1

[State 197, Explod]
type = Explod
;triggerall = palno != [3,5] 
trigger1 = time = 0
anim = 189
ID = 189
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = 1,1
shadow = 0,0,0
ownpal = 1
sprpriority = 3

[State 197]
type = ChangeState
trigger1 = AnimTime = 0
value = 0 ;199
;ctrl = 0


;---------------------------------------------------------------------------
; Introduction 6

[Statedef 198]
type = S
ctrl = 0
physics = N
anim = 6096
velset = 0,0
sprpriority = 0

[State 198] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, gloat]
type = PlaySnd
trigger1 = animelem = 2
value = 12711,2
channel = 5

[State 198]
type = PlaySnd
trigger1 = AnimElem = 25
value = 196,0

[State 198, Explod]
type = Explod
;triggerall = palno != [3,5] 
trigger1 = time = 0
anim = 6088
ID = 6088
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = 1,1
shadow = 0,0,0
ownpal = 1
sprpriority = -1

[State 198, Explod]
type = Explod
;triggerall = palno != [3,5] 
trigger1 = time = 0
anim = 6089
ID = 6089
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = 1,1
shadow = 0,0,0
ownpal = 1
sprpriority = 3

[State 198]
type = ChangeState
trigger1 = AnimTime = 0
value = 0 ;199
;ctrl = 0


;-----------------------------------------------------------------------------
;Intro 9
[Statedef 199]
type = S
movetype = I
physics = N
ctrl = 0
anim = 198 
velset = 0,0
spriority = 0

[State 0, gloat]
type = PlaySnd
trigger1 = animelem = 7
value = 12711,12
channel = 5

[State 191, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0 



;===========================================================================
;Basic Attacks
;===========================================================================

;---------------------------------------------------------------------------
; Standing Light Punch
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 200
poweradd = 15
sprpriority = 2

[State 200, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,0

[State 200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = s7700
sparkxy = -10, -75
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.type = Low
air.hittime = 15
air.velocity = -3,-5
envshake.time = 1
envshake.ampl = 1

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

;---------------------------------------------------------------------------
; Standing Medium Punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 210
poweradd = 35
sprpriority = 2

[State 210, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,1

[State 210, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = s7700
sparkxy = -10, -75
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.type = Low
air.hittime = 15
air.velocity = -4,-5
envshake.time = 1
envshake.ampl = 1

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

;---------------------------------------------------------------------------
; Close Medium Punch
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 211
poweradd = 35
sprpriority = 2

[State 211, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,1

[State 211, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 40
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = s7700
sparkxy = -10, -75
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.type = Low
air.hittime = 15
air.velocity = -4,-5
envshake.time = 1
envshake.ampl = 1

[State 211, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Standing Heavy Punch
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 220
poweradd = 55
sprpriority = 2

[State 220, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

[State 220, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 55
animtype = hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = 1
sparkxy = -10, -75
hitsound = 5,2
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5, -5
air.type = Low
air.hittime = 15
air.velocity = -6,-6

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

;---------------------------------------------------------------------------
;Close Heavy Punch
[Statedef 221]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 221
poweradd = 55
sprpriority = 2

[State 221, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

[State 221, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 55
animtype = hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = 1
sparkxy = -10, -75
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,0
air.type = Low
air.hittime = 15
air.velocity = -6,0

[State 221, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Standing light kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 232 ;230 --> this is an old one, replaced
poweradd = 15
sprpriority = 2

[State 230, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,0

[State 230, HitDef]
type = HitDef
trigger1 =  time = 0
attr = S,NA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = s7700
sparkxy = -10, -10
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3,0
air.type = Low
air.hittime = 3
air.velocity = -5,0

;replaced below
;[State 230, ChangeState]
;type = ChangeState
;trigger1 = animtime = 0
;value = 0
;ctrl = 1

[State 0, VarSet]
type = VarSet
triggerall = time > 35
trigger1 = command = "x"
v = 41
value = 1

[State 230, back to stance]
type = ChangeState
trigger1 = AnimTime = 0 && var(41)=1
value = 231
ctrl = 0

[State 230, back to stance]
type = ChangeState
trigger1 = AnimTime = 0 && var(41)=0
value = 0
ctrl = 1

;Standing light kick2
[Statedef 231]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 231
poweradd = 15
sprpriority = 2

[State 231, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,0

[State 231, HitDef]
type = HitDef
trigger1 =  time = 0
attr = S,NA
damage = 25
animtype = High ;Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = s7700
sparkxy = -10, -10
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3,0
air.type = Low
air.hittime = 3
air.velocity = -5,0

[State 231, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Standing medium kick
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 240 ;242 --> this is replaced
poweradd = 35
sprpriority = 2

[State 240, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,1

[State 240, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 40
animtype = Medium ;Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = s7700
sparkxy = -10, -35
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3,0
air.type = Low
air.hittime = 3
air.velocity = -5,0

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

;-----------------------------------------------------------------------------
;Close standing medium Kick
[Statedef 241]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 230 ;242
poweradd = 35
sprpriority = 2

[State 241, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,1

[State 241, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 40
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = s7700
sparkxy = -10, -35
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5,0
air.type = Low
air.hittime = 5
air.velocity = -5,0

[State 241, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Standing strong Kick
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 250
poweradd = 55
sprpriority = 2

[State 250, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

[State 250, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 55
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = s7700
sparkxy = -10, -70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -8,0
air.type = Low
air.hittime = 5
air.velocity = -7,0

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

;-----------------------------------------------------------------------------
;Close standing strong Kick
[Statedef 251]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 251
poweradd = 55
sprpriority = 2

[State 251, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

[State 251, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 55
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = s7700
sparkxy = -10, -70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -8,0
air.type = Low
air.hittime = 5
air.velocity = -7,0

[State 251, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Crouching light punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 400
poweradd = 15
sprpriority = 2

[State 200, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,0

[State 400, HitDef]
type = HitDef
trigger1 = time = 0
attr = C,NA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = s7700
sparkxy = -10, -40
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3,0
air.type = Low
air.hittime = 3
air.velocity = -5,0

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

;-----------------------------------------------------------------------------
;Crouching Medium punch
;------------------------------
;Crouching Medium punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 410
poweradd = 55
sprpriority = 2

[State 410, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S420,0
volume = 255
channel = 5

[State 410, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3 
value = S1200,0

[State 410, shootfx]
type = Explod
trigger1 = AnimElem = 3
anim = 3021
ID = 3021
pos = 120,-75 ;81,-107  ;61,-67
postype = p1
bindtime = 999
removetime = 5 ;-1
sprpriority = 6
ownpal = 1
removeongethit = 1
scale = 1,1 ;.3

[State 410, 2]
type = Projectile
trigger1 = animelem = 4 ;8
;trigger2 = animelem = 10
;projscale = 0.5,0.5
ProjID = 1051
projanim = 1051
projhitanim = 1052
projremanim = 1052
projcancelanim = 1052
projremovetime = -1
velocity = 9,0 ;2,-6
accel = 0.03,0.2
offset = 120,-80 ;-7,-78
attr = S,SP
hitflag = MAF        ;HLAFD+-
guardflag = MA       ;HLA
animtype = low
priority = 2,Hit   ;Hit,Miss,Dodge
damage = 35,2
pausetime = 10,10
;postype = P2
sparkno = 2
hitsound = S1100,2;S2,1
guardsound = S8500,0  ;S3,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -7;,2
air.velocity = -4,2
;afterimage.time = 90
;afterimage.length = 30
;afterimage.trans = addalpha;none,add,add1,addalpha,sub

[State 410, HitDef]
type = HitDef
trigger1 = time = 0
attr = C,NA
damage = 45
animtype = High
hitflag = MA
guardflag = L
priority = 4, Hit
pausetime = 10,10
sparkno = s7700
sparkxy = -10, -10
hitsound = 5,2
guardsound = 6,0
ground.type = trip
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -5,-2
air.type = Low
air.hittime = 5
air.velocity = -7,3

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

;---------------------------------------------------------------------------
;Crouch Strong Punch

[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 420
poweradd = 55
sprpriority = 2

[State 420, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 3
value = S8400,2

[State 420, HitDef]
type = HitDef
trigger1 = time =0
attr = C, NA
damage = 45
guardflag = L
pausetime = 9,9
sparkno = 2
sparkxy = -10, -83
hitsound = s8000,5
guardsound = s8500,0
animtype = Up
ground.type = Hard
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0,-12
guard.velocity = -5
air.velocity = 0,-11
fall.recover = 0
air.fall =1
fall =1


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

;-----------------------------------------------------------------------------
;Crouching light kick
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 430
poweradd = 15
sprpriority = 2

[State 430, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,0

[State 430, HitDef]
type = HitDef
trigger1 = time = 0
attr = C,NA
damage = 25
animtype = Light
hitflag = MA
guardflag = L
priority = 4, Hit
pausetime = 8,8
sparkno = s7700
sparkxy = -10, -10
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3,0
air.type = Low
air.hittime = 3
air.velocity = -5,0

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

;-----------------------------------------------------------------------------
;Crouching medium kick
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 440
poweradd = 35
sprpriority = 2

[State 440, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,1

[State 440, HitDef]
type = HitDef
trigger1 = time = 0
attr = C,NA
damage = 40
animtype = Medium
hitflag = MA
guardflag = L
priority = 4, Hit
pausetime = 9,9
sparkno = s7700
sparkxy = -10, -10
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5,0
air.type = Low
air.hittime = 5
air.velocity = -5,0

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

;-----------------------------------------------------------------------------
;Crouching strong kick
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 450
poweradd = 55
sprpriority = 2

[State 450, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

[State 450, HitDef]
type = HitDef
trigger1 = time = 0
attr = C,NA
damage = 55
animtype = Up ;High
hitflag = MA
guardflag = L
priority = 4, Hit
pausetime = 10,10
sparkno = s7700
sparkxy = -10, -10
hitsound = 5,2
guardsound = 6,0
ground.type = trip
ground.slidetime = 15 ;13
ground.hittime = 30 ;13
ground.velocity =-5,-5
air.type = Low
air.hittime = 30 ;5
air.velocity = 0,-12 ;-7,3

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

;-----------------------------------------------------------------------------
;Jumping light punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 600
poweradd = 15
sprpriority = 2

[State 600, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,0

[State 600, HitDef]
type = HitDef
trigger1 = time = 0
attr = A,NA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = s7700
sparkxy = -10, -85
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = -6
air.fall = 0
air.velocity = -1, -5

[State 600, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;-----------------------------------------------------------------------------
;Jumping medium punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 610
poweradd = 35
sprpriority = 2

[State 610, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,1

[State 610, HitDef]
type = HitDef
trigger1 = time = 0
attr = A,NA
damage = 40
animtype = medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = s7700
sparkxy = -10, -85
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 20
ground.velocity = -8
air.fall = 0
air.velocity = -2, -5

[State 610, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;-----------------------------------------------------------------------------
;Jumping strong punch
[Statedef 620]
type    = A
anim = 620
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 620
poweradd = 55
sprpriority = 2

[State 620, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

[State 620, HitDef]
type = HitDef
trigger1 = time = 0
attr = A,NA
damage = 45,1
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = s7700
sparkxy = -10, -85
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -10
air.velocity = -12,10
air.hittime = 25
air.fall = 1
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 620, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;-----------------------------------------------------------------------------
;Jumping light kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 630
poweradd = 15
sprpriority = 2

[State 630, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,0

[State 630, HitDef]
type = HitDef
trigger1 = time = 0
attr = A,NA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = s7700
sparkxy = -10, -60
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.fall = 0
air.velocity = -2, -5
air.hittime = 25

[State 630, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;-----------------------------------------------------------------------------
;Jumping medium kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 640
poweradd = 35
sprpriority = 2

[State 640, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,1

[State 640, HitDef]
type = HitDef
trigger1 = time = 0
attr = A,NA
damage = 40
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = s7700
sparkxy = -10, -60
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.fall = 0
air.velocity = -3.2, -7.5
air.hittime = 25

[State 640, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;-----------------------------------------------------------------------------
;Jumping strong kick
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 650
poweradd = 55
sprpriority = 2

[State 650, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

[State 650, HitDef]
type = HitDef
trigger1 = time = 0
attr = A,NA
damage = 45,1
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = s7700
sparkxy = -10, -60
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -10
air.velocity = -12,10
air.fall = 1
air.hittime = 25
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 650, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

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

;;;;;The Current Throw
[Statedef 800]
type    = S
movetype= A
physics = S
juggle = 0;  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 8600,0

[State 800, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 2
p1facing = ifelse(Command = "holdfwd",1,-1)
p2facing = -1
p1stateno = 810
p2stateno = 820
guard.dist = 0
fall.xvelocity = 0
fall.yvelocity = 0
fall = ifelse(PalNo > 6, 0, 1)
fall.recover = 0
fall.damage = 0


[State 800, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 800, ChangeState]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
sprpriority = 2


[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 12711,5
channel = 5

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 80,-70

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 130,-80

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10
pos = 20,-150

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12
pos = -10,-150


[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13
pos = -40,-150

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 14
pos = -50,-130

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 15
pos = -60,-110

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 16
pos = -70,-90

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 17
pos = -80,-70

[State 810, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 15
value = -40

[State 810, TargetState]
type = TargetState
trigger1 = AnimElem = 17
value = 830

[State 810, Explod]
type = Explod
trigger1 = AnimElem = 16
anim = 1203
ID = 810
pos = -100,20
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 810, EnvShake]
type = EnvShake
trigger1 =  AnimElem = 17
time = 30
freq = 60
ampl = -4
phase = 90

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = 0,11

[State 810, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 820, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 820

[Statedef 830]
type    = A
movetype= H
physics = N
velset = -10,-8
poweradd = 50

[State 830, FallEnvShake]
type = FallEnvShake
trigger1 = Animelem = 1

[State 830, ChangeAnim]
type = ChangeAnim
trigger1 = (Time = [0,100]) && (SelfAnimExist(5060));Not if hit off ground anim
value = 5060

[State 830, ChangeAnim2]
type = ChangeAnim2
trigger1 = (Time = 0) && (!SelfAnimExist(5060));Not if hit off ground anim
value = 830

[State 830, PosAdd]
type = PosAdd
trigger1 = Time = 0
Y = 100

[State 830, VelAdd]
type = VelAdd
trigger1 = Time >= 1
Y = 0.5

[State 830, SelfState]
type = SelfState
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
value = 5100
ctrl = 0


;;;;;End Throw

;---------------------------------------------------------------------------
;Guard Push (Stand)
[Statedef 880]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 880
sprpriority = 2

[State 880, a1]
type = VelMul
trigger1 = 1
x = 0.75

[State 880, a2]
type = VelSet
trigger1 = Time = 10
x = 0

[State 880, a3]
type = Width
trigger1 = 1
value = 10,0

[State 880, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[State 880, a5]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 885
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 880, a6]
type = Explod
trigger1 = Time = 0
anim = 7020
postype = p1
pos = 53,-80
ownpal = 1
vel = 2,0
ignorehitpause = 1
sprpriority = 7
scale = .5,.5

[State 880, a7]
type = PlaySnd
trigger1 = Time = 0
value = 54,3
volume = 255
channel = 1

[State 880, a8]
type = PlaySnd
trigger1 = Time = 0
value = 1,0
channel = 0

[State 880, a9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Guard Push (Crouch)
[Statedef 881]
type    = C
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 881
sprpriority = 2

[State 881, a1]
type = VelMul
trigger1 = 1
x = 0.75

[State 881, a2]
type = VelSet
trigger1 = Time = 10
x = 0

[State 881, a3]
type = Width
trigger1 = 1
value = 10,0

[State 881, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[State 881, a5]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 885
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 881, a6]
type = Explod
trigger1 = Time = 0
anim = 7020
postype = p1
pos = 33,-45
ownpal = 1
vel = 2,0
ignorehitpause = 1
sprpriority = 7
scale = .5,.5

[State 881, a7]
type = PlaySnd
trigger1 = Time = 0
value = 54,3
volume = 255
channel = 1

[State 881, a8]
type = PlaySnd
trigger1 = Time = 0
value = 50,0
channel = 0

[State 881, a9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Guard Push (Jump)
[Statedef 882]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 882
sprpriority = 2

[State 882, a1]
type = VelMul
trigger1 = 1
x = 0.75

[State 882, a2]
type = VelSet
trigger1 = Time = 10
x = 0

[State 882, a3]
type = Width
trigger1 = 1
value = 10,0

[State 882, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[State 882, a5]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 885
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 882, a6]
type = Explod
trigger1 = Time = 0
anim = 7020
postype = p1
pos = 33,-55
ownpal = 1
vel = 2,0
ignorehitpause = 1
sprpriority = 7
scale = .5,.5

[State 882, a7]
type = PlaySnd
trigger1 = Time = 0
value = 54,3
volume = 255
channel = 1

[State 882, a8]
type = PlaySnd
trigger1 = Time = 0
value = 50,0
channel = 0

[State 882, a9]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
ctrl = 1

;---------------------------------------------------------------------------
;Guard Push Helper
[Statedef 885]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 885
sprpriority = -4

[State 885, a1]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 885, a2]
type = VelSet
trigger1 = Time = [0,10]
x = 30

[State 885, a3]
type = VelSet
trigger1 = Time = [11,13]
x = 20

[State 885, a4]
type = VelSet
trigger1 = Time >= 14
x = 10

[State 885, a5]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 885, a6]
type = DestroySelf
trigger1 = Time >= 18

;---------------------------------------------------------------------------
;Foward Recovery Roll
[Statedef 890]
type    = C
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 832
sprpriority = -1

[State 890, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 890, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 890, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 890, 4]
type = MakeDust
trigger1 = Time >= 0
pos = -16,0
spacing = 6

[State 890, 5]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10

[State 890, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 890, Dead]
type = ChangeState
trigger1 = alive = 0
value = 5150
ctrl = 0

;---------------------------------------------------------------------------
;Backward Recovery Roll
[Statedef 895]
type    = C
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = -8,0
ctrl = 0
anim = 895
sprpriority = -1

[State 895, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 895, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 895, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 895, 4]
type = MakeDust
trigger1 = Time >= 0
pos = 16,0
spacing = 6

[State 895, 5]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10

[State 895, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 895, Dead]
type = ChangeState
trigger1 = alive = 0
value = 5150
ctrl = 0

;===========================================================================
;Super Moves
;===========================================================================

;---------------------------------------------------------------------------
;Special 1 (light - Bomb throw)
[StateDef 1000]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
anim = 1000
poweradd = 55
sprpriority = -22

;new attack for fending off close enemies
[State 200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = s7700
sparkxy = -10, -75
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.type = Low
air.hittime = 15
air.velocity = -3,-5
envshake.time = 1
envshake.ampl = 1
;;;;;;;;end for offense

;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = animelem = 1
;value = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3 ;6
;trigger2 = animelem = 13
value = S1200,0 ;174,7

;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = animelem = 8
;trigger2 = animelem = 10
;value = S174,17

;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = animelem = 14
;value = 0,0

[State 1000, shootfx]
type = Explod
trigger1 = AnimElem = 3
anim = 3021
ID = 3021
pos =  105,-155 ;81,-107  ;61,-67
postype = p1
bindtime = 999
removetime = 5 ;-1
sprpriority = 6
ownpal = 1
removeongethit = 1


;[State 1000, shootfx]
;type = Explod
;trigger1 = AnimElem = 3
;anim = 3021
;ID = 3021
;pos = 50,-130 ;81,-107  ;61,-67
;postype = p1
;bindtime = 999
;removetime = 5 ;-1
;sprpriority = 6
;ownpal = 1
;removeongethit = 1
;scale = 1,1 ;.3

[State 1000, 2]
type = Projectile
trigger1 = animelem = 3 ;8
;trigger2 = animelem = 10
projscale = 1.5,1.5
ProjID = 1051
projanim = 1051
projhitanim = 1052
projremanim = 1052
projcancelanim = 1052
projremovetime = -1
velocity = 2,-5;2,-6
accel = 0.03,0.2
offset = 110,-155 ;-7,-78
attr = S,SP
hitflag = MAF        ;HLAFD+-
guardflag = MA       ;HLA
animtype = low
priority = 2,Hit   ;Hit,Miss,Dodge
damage = 35,2
pausetime = 10,10
;postype = P2
sparkno = 2
hitsound = S1100,2;S2,1
guardsound = S8500,0  ;S3,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -7;,2
air.velocity = -4,2
;afterimage.time = 90
;afterimage.length = 30
;afterimage.trans = addalpha;none,add,add1,addalpha,sub

;[State 1000, 2]
;type = Projectile
;trigger1 = animelem = 5 ;8
;trigger2 = animelem = 10
;projscale = 0.5,0.5
;ProjID = 1051
;projanim = 1051
;projhitanim = 1052
;projremanim = 1052
;projcancelanim = 1052
;projremovetime = -1
;velocity = 3,-3 ;2,-6
;accel = 0.07,0.2
;offset = 55,-140 ;15,-78 
;attr = S,SP
;hitflag = MAF        ;HLAFD+-
;guardflag = MA       ;HLA
;animtype = low
;priority = 2,Hit   ;Hit,Miss,Dodge
;damage = 35,2
;pausetime = 10,10
;;postype = P2
;sparkno = 2
;hitsound = S1100,2;S2,1
;guardsound = S3,0
;ground.type = Low
;ground.slidetime = 15
;ground.hittime  = 15
;ground.velocity = -7;,2
;air.velocity = -4,2
;;afterimage.time = 90
;;afterimage.length = 30
;;afterimage.trans = addalpha;none,add,add1,addalpha,sub

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


;---------------------------------------------------------------------------
;Special 1 (medium)
[StateDef 1010]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
anim = 1003
poweradd = 55
sprpriority = -22

;new attack for fending off close enemies
[State 200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = s7700
sparkxy = -10, -75
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.type = Low
air.hittime = 15
air.velocity = -3,-5
envshake.time = 1
envshake.ampl = 1
;;;;;;;;end for offense

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3 ;6
value = S1200,0 ;174,7

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8 ;6
value = S1200,0 ;174,7

[State 1000, shootfx]
type = Explod
trigger1 = AnimElem = 3
anim = 3021
ID = 3021
pos =  105,-155 ;81,-107  ;61,-67
postype = p1
bindtime = 999
removetime = 5 ;-1
sprpriority = 6
ownpal = 1
removeongethit = 1
scale = 1.5,1.5 ;.3

[State 1000, shootfx]
type = Explod
trigger1 = AnimElem = 8
anim = 3021
ID = 3021
pos = 110,-107 ;81,-107  ;61,-67
postype = p1
bindtime = 999
removetime = 5 ;-1
sprpriority = 6
ownpal = 1
removeongethit = 1
scale = 1.5,1.5 ;.3

[State 1010, 2]
type = Projectile
trigger1 = animelem = 3 ;8
ProjID = 1051
projanim = 1051
projhitanim = 1052
projremanim = 1052
projcancelanim = 1052
projremovetime = -1
velocity = 3,-3
accel = 0.03,0.2
offset = 105,-155 ;-7,-78
attr = S,SP
hitflag = MAF        ;HLAFD+-
guardflag = MA       ;HLA
animtype = low
priority = 2,Hit   ;Hit,Miss,Dodge
damage = 35,2
pausetime = 10,10
;postype = P2
sparkno = 2
hitsound = S1100,2;S2,1
guardsound = S8500,0  ;S3,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -7;,2
air.velocity = -4,2
;afterimage.time = 90
;afterimage.length = 30
;afterimage.trans = addalpha;none,add,add1,addalpha,sub

[State 1010, 2]
type = Projectile
trigger1 = animelem = 8
;trigger2 = animelem = 10
;projscale = 0.5,0.5
ProjID = 1051
projanim = 1051
projhitanim = 1052
projremanim = 1052
projcancelanim = 1052
projremovetime = -1
velocity = 6,-1
accel = 0.07,0.2
offset = 115,-107 ;15,-78
attr = S,SP
hitflag = MAF        ;HLAFD+-
guardflag = MA       ;HLA
animtype = low
priority = 2,Hit   ;Hit,Miss,Dodge
damage = 35,2
pausetime = 10,10
;postype = P2
sparkno = 2
hitsound = S1100,2;S2,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -7;,2
air.velocity = -4,2
;afterimage.time = 90
;afterimage.length = 30
;afterimage.trans = addalpha;none,add,add1,addalpha,sub

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

;---------------------------------------------------------------------------
;Special 1 (hard)
[StateDef 1020]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
anim = 1004
poweradd = 55
sprpriority = -22

;new attack for fending off close enemies
[State 200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = s7700
sparkxy = -10, -75
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.type = Low
air.hittime = 15
air.velocity = -3,-5
envshake.time = 1
envshake.ampl = 1
;;;;;;;;end for offense

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3 ;6
value = S1200,0 ;174,7

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8 ;6
value = S1200,0 ;174,7

[State 1000, shootfx]
type = Explod
trigger1 = AnimElem = 3
anim = 3021
ID = 3021
pos =  105,-155 ;81,-107  ;61,-67
postype = p1
bindtime = 999
removetime = 5 ;-1
sprpriority = 6
ownpal = 1
removeongethit = 1
scale = 1,1 ;.3

[State 1000, shootfx]
type = Explod
trigger1 = AnimElem = 8
anim = 3021
ID = 3021
pos = 110,-107 ;81,-107  ;61,-67
postype = p1
bindtime = 999
removetime = 5 ;-1
sprpriority = 6
ownpal = 1
removeongethit = 1
scale = 1,1 ;.3

[State 1010, 2]
type = Projectile
trigger1 = animelem = 3 ;8
projscale = 0.75,0.75
ProjID = 1051
projanim = 1051
projhitanim = 1052
projremanim = 1052
projcancelanim = 1052
projremovetime = -1
velocity = 3,-3 ;2,-6
accel = 0.03,0.2
offset = 105,-155 ;-7,-78
attr = S,SP
hitflag = MAF        ;HLAFD+-
guardflag = MA       ;HLA
animtype = low
priority = 2,Hit   ;Hit,Miss,Dodge
damage = 35,2
pausetime = 10,10
;postype = P2
sparkno = 2
hitsound = S1100,2;S2,1
guardsound = S8500,0  ;S3,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -7;,2
air.velocity = -4,2
;afterimage.time = 90
;afterimage.length = 30
;afterimage.trans = addalpha;none,add,add1,addalpha,sub

[State 1010, 2]
type = Projectile
trigger1 = animelem = 8
;trigger2 = animelem = 10
projscale = 0.75,0.75
ProjID = 1051
projanim = 1051
projhitanim = 1052
projremanim = 1052
projcancelanim = 1052
projremovetime = -1
velocity = 6,-1 ;2,-6
accel = 0.07,0.2
offset = 115,-107 ;15,-78
attr = S,SP
hitflag = MAF        ;HLAFD+-
guardflag = MA       ;HLA
animtype = low
priority = 2,Hit   ;Hit,Miss,Dodge
damage = 35,2
pausetime = 10,10
;postype = P2
sparkno = 2
hitsound = S1100,2;S2,1
guardsound = S3,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -7;,2
air.velocity = -4,2
;afterimage.time = 90
;afterimage.length = 30
;afterimage.trans = addalpha;none,add,add1,addalpha,sub


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11 ;6
value = S1200,0 ;174,7

[State 1000, shootfx]
type = Explod
trigger1 = AnimElem = 11
anim = 3021
ID = 3021
pos =  110,-80 ;81,-107  ;61,-67
postype = p1
bindtime = 999
removetime = 5 ;-1
sprpriority = 6
ownpal = 1
removeongethit = 1
scale = 1,1 ;.3

[State 1020, 2]
type = Projectile
trigger1 = animelem = 11
projscale = 0.75,0.75
ProjID = 1051
projanim = 1051
projhitanim = 1052
projremanim = 1052
projcancelanim = 1052
projremovetime = -1
velocity = 6,-1 ;2,-6
accel = 0.03,0.2
offset = 115,-85 ;-7,-78
attr = S,SP
hitflag = MAF        ;HLAFD+-
guardflag = MA       ;HLA
animtype = low
priority = 2,Hit   ;Hit,Miss,Dodge
damage = 35,2
pausetime = 10,10
;postype = P2
sparkno = 2
hitsound = S1100,2;S2,1
guardsound = S8500,0  ;S3,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -7;,2
air.velocity = -4,2
;afterimage.time = 90
;afterimage.length = 30
;afterimage.trans = addalpha;none,add,add1,addalpha,sub

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

;---------------------------------------------------------------------------
;Special 2 (light - weak Drill)
[Statedef 1100]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 55
anim = 1100
ctrl = 0
sprpriority = 2

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S196,8
volume = 255
channel = 3

[State 1100, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
damage = 85,10
pausetime = 12,12
sparkno = S7702
sparkxy = -10,-60
hitsound = s197,0
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.type = Low
air.hittime = 15
air.velocity = -6,-5
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 1100, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Special 2 (medium)
[Statedef 1110]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 55
anim = 1101
ctrl = 0
sprpriority = 2

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S196,8
volume = 255
channel = 3

[State 1110, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
damage = 85,10
pausetime = 12,12
sparkno = S7702
sparkxy = -10,-60
hitsound = s197,0
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.type = Low
air.hittime = 15
air.velocity = -6,-5
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 1110, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Special 2 (hard)
[Statedef 1120]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 55
anim = 1102
ctrl = 0
sprpriority = 2

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S196,8
volume = 255
channel = 3

[State 1120, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
damage = 85,10
pausetime = 12,12
sparkno = S7702
sparkxy = -10,-60
hitsound = 197,0
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.type = Low
air.hittime = 15
air.velocity = -6,-5
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 1120, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Special 3 (light - Earthquake) 
[Statedef 1200]
type    = A
movetype= A
physics = N
ctrl = 0
vel = 0,0
juggle  = 4


[State 1200, 1]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = time = 0
value = 1200

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

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S15,16

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S15,4

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S0,11


[State 1200, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 40
freq = 60
ampl = -4

[State 1200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,SA
damage = 10,3
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = 2
sparkxy = -10, -70
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -8,0
air.type = Low
air.hittime = 5
air.velocity = -7,0

[State 1200, 8]
type = EnvShake
trigger1 = AnimElem = 5
freq = 320
time = 100

[State 1200, 9]
type = Helper
trigger1 =animelem = 5
ID = 1201
name = "terremoto"
postype = p1
pos = 100, 4
stateno = 1201
ownpal = 1

[State 1200, Explod]
type = Explod
trigger1 = animelem = 5
anim =  1203
pos = 100, 4
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 12

[State 1200, Explod]
type = Explod
trigger1 = animelem = 5
anim =  1203
pos = 100, 4
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 12

[State 1200, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------
;;;;;;;;;;;terremotinho
[Statedef 1201]
type = A
movetype = A
physics = N
anim = 1201
sprpriority = 10

[State 1201, 2]
type = VelSet
trigger1 = time = 0
x = 1.2

[State 1201, HitDef]
type = HitDef
trigger1 = (time % 14) = 0
attr = S,SP
damage = 10,3
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
sparkno = 2
sparkxy = -10, -5
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -2,0
air.type = Low
air.hittime = 5
air.velocity = -7,0
airguard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 1201, 4]
type = PlaySnd
trigger1 = (time % 20) = 0
value = 121,16
volume = 10
channel = 1

[State 1201, ChangeAnim]
type = ChangeAnim
trigger1 = time >=100 && anim != 1202
value = 1202
;elem = 1
;ignorehitpause =
;persistent =

[State 1201, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 1202
time = 9999
forceair = 0

[State 1201, HitBy]
type = HitBy
trigger1 = 1
value = ,NP,SP,HP
time = 9999

[State 1201, DestroySelf]
type = DestroySelf
trigger1 =  movehit
trigger2 = time > 72

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

;---------------------------------------------------------------------------
;Special 3 (medium)
[Statedef 1210]
type    = A
movetype= A
physics = N
ctrl = 0
vel = 0,0
juggle  = 4


[State 1210, 1]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = time = 0
value = 1200

[State 1210, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 0
y = 0

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S15,16

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S15,4

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S0,11


[State 1210, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 40
freq = 60
ampl = -4

[State 1210, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,SA
damage = 10,3
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = 2
sparkxy = -10, -70
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -8,0
air.type = Low
air.hittime = 5
air.velocity = -7,0

[State 1210, 8]
type = EnvShake
trigger1 = AnimElem = 5
freq = 320
time = 100

[State 1210, 9]
type = Helper
trigger1 =animelem = 5
ID = 1211
name = "terremoto"
postype = p1
pos = 100, 4
stateno = 1211
ownpal = 1

[State 1210, Explod]
type = Explod
trigger1 = animelem = 5
anim =  1203
pos = 100, 4
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 12

[State 1210, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------
;;;;;;;;;;;terremotinho
[Statedef 1211]
type = A
movetype = A
physics = N
anim = 1201
sprpriority = 10

[State 1211, 2]
type = VelSet
trigger1 = time = 0
x = 1.2

[State 1211, HitDef]
type = HitDef
trigger1 = (time % 14) = 0
attr = S,SP
damage = 10,3
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
sparkno = 2
sparkxy = -10, -5
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -2,0
air.type = Low
air.hittime = 5
air.velocity = -7,0
airguard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 1211, 4]
type = PlaySnd
trigger1 = (time % 20) = 0
value = 121,16
volume = 10
channel = 1

[State 1211, ChangeAnim]
type = ChangeAnim
trigger1 = time >=100 && anim != 1202
value = 1202
;elem = 1
;ignorehitpause =
;persistent =

[State 1211, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 1202
time = 9999
forceair = 0

[State 1211, HitBy]
type = HitBy
trigger1 = 1
value = ,NP,SP,HP
time = 9999

[State 1211, DestroySelf]
type = DestroySelf
trigger1 =  movehit
trigger2 = time > 96

;-----------------------------------
;---------------------------------------------------------------------------
;Special 3 (hard)
[Statedef 1220]
type    = A
movetype= A
physics = N
ctrl = 0
vel = 0,0
juggle  = 4


[State 1220, 1]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = time = 0
value = 1200

[State 1220, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 0
y = 0

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S15,16

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S15,4

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S0,11


[State 1220, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 40
freq = 60
ampl = -4

[State 1220, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,SA
damage = 10,3
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 13,14
sparkno = 2
sparkxy = -10, -70
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -8,0
air.type = Low
air.hittime = 5
air.velocity = -7,0

[State 1220, 8]
type = EnvShake
trigger1 = AnimElem = 5
freq = 320
time = 100

[State 1220, 9]
type = Helper
trigger1 =animelem = 5
ID = 1221
name = "terremoto"
postype = p1
pos = 100, 4
stateno = 1221
ownpal = 1

[State 1220, Explod]
type = Explod
trigger1 = animelem = 5
anim =  1203
pos = 100, 4
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 12

[State 1220, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------
;;;;;;;;;;;terremotinho
[Statedef 1221]
type = A
movetype = A
physics = N
anim = 1201
sprpriority = 10

[State 1201, 2]
type = VelSet
trigger1 = time = 0
x = 1.2

[State 1221, HitDef]
type = HitDef
trigger1 = (time % 14) = 0
attr = S,SP
damage = 10,3
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
sparkno = 2
sparkxy = -10, -5
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -2,0
air.type = Low
air.hittime = 5
air.velocity = -7,0
airguard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 1221, 4]
type = PlaySnd
trigger1 = (time % 20) = 0
value = 121,16
volume = 10
channel = 1

[State 1221, ChangeAnim]
type = ChangeAnim
trigger1 = time >=100 && anim != 1202
value = 1202
;elem = 1
;ignorehitpause =
;persistent =

[State 1221, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 1202
time = 9999
forceair = 0

[State 1221, HitBy]
type = HitBy
trigger1 = 1
value = ,NP,SP,HP
time = 9999

[State 1221, DestroySelf]
type = DestroySelf
trigger1 =  movehit
trigger2 = time > 120

;-----------------------------------
; End of Helper
[Statedef 1202]
type = A
movetype = A
physics = N
juggle = 0
anim = 1202
velset = 0,0
sprpriority = 99

[State 1202, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

[State 1202, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

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



;---------------------------------------------------------------------------
;Special 4 (light - Teleport)
[StateDef 1300]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1300
poweradd = ifelse(var(10)=0,30,0)

[State 181,0]
type = PlaySnd
trigger1 = Time = 0
value = 11500,0 ;20,0

[State 181,0]
type = PlaySnd
trigger1 = Animelem = 8
value = 11500,0

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 7
x = -30

[State 0, Turn]
type = Turn
trigger1 =  Animelem = 7 && p2dist X < -20

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 8
x = 0

[State 1300, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Special 4 (medium)
[StateDef 1310]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1300
poweradd = ifelse(var(10)=0,30,0)

[State 181,0]
type = PlaySnd
trigger1 = Time = 0
value = 11500,0

[State 181,0]
type = PlaySnd
trigger1 = Animelem = 8
value = 11500,0

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 7
x = 50

[State 0, Turn]
type = Turn
trigger1 =  Animelem = 7

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 8
x = 0


[State 1310, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Special 4 (hard)
[StateDef 1320]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1300
poweradd = ifelse(var(10)=0,30,0)

[State 181,0]
type = PlaySnd
trigger1 = Time = 0
value = 11500,0

[State 181,0]
type = PlaySnd
trigger1 = Animelem = 8
value = 11500,0

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 7
x = 100

[State 0, Turn]
type = Turn
trigger1 =  Animelem = 7

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 8
x = 0


[State 1320, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[StateDef 1400]
type = S
movetype = A
physics = S
anim = 1402
poweradd = 15
ctrl = 0
velset = 0,0
sprpriority = 0


;new attack for fending off close enemies
[State 200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = s7700
sparkxy = -10, -75
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.type = Low
air.hittime = 15
air.velocity = -3,-5
envshake.time = 1
envshake.ampl = 1
;;;;;;;;end for offense

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 200,0

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "LaserBeam"
ID = 1401
stateno = 1401
pos = 0,0;-88
postype = p1    ;p2,front,back,left,right
bindtime = -1
size.shadowoffset =0

[State 1410, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1401]
type = A
movetype = A
physics = N
anim = 1401
velset = 0,0
sprpriority = 10

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent,pos x - ifelse(facing=-1,100,-100);+ 30;- 10
y = parent,pos y - 65



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 220, HitDef]
type = HitDef
trigger1 = time= 0
attr = S, NA
damage = 90,2
guardflag = MA
pausetime = 0,0
hitsound = 5,2
guardsound = 6,0;S171,4
sparkno = 3
sparkxy = -30, 0; (enemynear,pos y)
animtype = Heavy
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -15,-4
guard.velocity = -5
air.velocity = -14,8
airguard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.fall= 1
fall = 1



[State 1401, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
trigger2 = parent, anim != 1402


[StateDef 1410]
type = S
movetype = A
physics = S
anim = 1400
poweradd = 15
ctrl = 0
velset = 0,0
sprpriority = 0

;new attack for fending off close enemies
[State 200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = s7700
sparkxy = -10, -75
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.type = Low
air.hittime = 15
air.velocity = -3,-5
envshake.time = 1
envshake.ampl = 1
;;;;;;;;end for offense

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 200,0

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "LaserBeam"
ID = 1411
stateno = 1411
pos = 0,0;-88
postype = p1    ;p2,front,back,left,right
bindtime = -1
size.shadowoffset =0

[State 1410, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1411]
type = A
movetype = A
physics = N
anim = 1401
velset = 0,0
sprpriority = 10

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent,pos x - ifelse(facing=-1,110,-110);+ 30;- 10
y = parent,pos y - 100



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 220, HitDef]
type = HitDef
trigger1 = time= 0
attr = S, NA
damage = 90,2
guardflag = MA
pausetime = 0,0
hitsound = 5,2
guardsound = 6,0;S171,4
sparkno = 3
sparkxy = -30, 0; (enemynear,pos y)
animtype = Heavy
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -15,-4
guard.velocity = -5
air.velocity = -14,8
airguard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.fall= 1
fall = 1



[State 1401, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
trigger2 = parent, anim != 1400

[StateDef 1420]
type = S
movetype = A
physics = S
anim = 1403
poweradd = 15
ctrl = 0
velset = 0,0
sprpriority = 0

;new attack for fending off close enemies
[State 200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = s7700
sparkxy = -10, -75
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.type = Low
air.hittime = 15
air.velocity = -3,-5
envshake.time = 1
envshake.ampl = 1
;;;;;;;;end for offense

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 200,0

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "LaserBeam"
ID = 1421
stateno = 1421
pos = 0,0;-88
postype = p1    ;p2,front,back,left,right
bindtime = -1
size.shadowoffset =0

[State 1420, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1421]
type = A
movetype = A
physics = N
anim = 1404
velset = 0,0
sprpriority = 10

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent,pos x - ifelse(facing=-1,130,-130);+ 30;- 10
y = parent,pos y - 150

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 220, HitDef]
type = HitDef
trigger1 = time= 0
attr = S, NA
damage = 90,2
guardflag = MA
pausetime = 0,0
hitsound = 5,2
guardsound = 6,0;S171,4
sparkno = 3
sparkxy = -30, 0; (enemynear,pos y)
animtype = Heavy
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -15,-4
guard.velocity = -5
air.velocity = -14,8
airguard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.fall= 1
fall = 1



[State 1421, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
trigger2 = parent, anim != 1403





[StateDef 1500]
type = A
movetype = A
physics = A
anim = 1500
poweradd = 15
ctrl = 0
;velset = 0,0
sprpriority = 0

;[State 0, VelAdd]
;type = VelAdd
;trigger1 = 1
;y = -0.2 ;-0.4

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = (vel x)/2

[State 0, VelSet]
type = VelSet
trigger1 = timemod = 4,2
y = -0.3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 3000,1

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "LaserHand"
ID = 1501
stateno = 1501
pos = -40,-40
postype = p1    ;p2,front,back,left,right
bindtime = -1
size.shadowoffset =0
;size.xscale = 0.5;(float)
;size.yscale (float)


[State 1010, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1



[Statedef 1501]
type = A
movetype = A
physics = N
anim = 1501
velset = 0,0
sprpriority = 10


[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent,pos x + ifelse(facing=1,112,-112);+ 30;- 10
y = parent,pos y - 47



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 220, HitDef]
type = HitDef
trigger1 = time= 0
attr = S, NA
damage = 90,2
guardflag = MA
pausetime = 0,0
hitsound = 196,6 ;5,4
guardsound = 6,0;S171,4
sparkno = -1
sparkxy = -30,floor(-(enemynear, pos y) + ifelse(enemynear,pos y < pos y,-20,0)); (enemynear,pos y)
animtype = Heavy
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -15,-4
guard.velocity = -5
air.velocity = -14,8
airguard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.fall= 1
fall = 1
palfx.time = 30 ;40
palfx.add  = 100,100,40
palfx.sinadd = 50,50,50,10
Palfx.color = 0
fall.envshake.time = 7
fall.envshake.ampl = -4
envshake.time = 6
envshake.freq = 50
envshake.ampl = -6



[State 0, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
trigger2 = parent, anim != 1500


;-----------------------------------------------------------------------------
;special air
[Statedef 1630]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 631
poweradd = 15
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = (vel x)/2

[State 0, VelSet]
type = VelSet
trigger1 = timemod = 4,2
y = -0.3

[State 1630, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 5
value = 196,3

[State 1630, HitDef]
type = HitDef
trigger1 = time = 0
attr = A,NA
damage = 55
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = s7700
sparkxy = -10, -60
hitsound = 196,4 ;5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.fall = 0
air.velocity = -2, -5
air.hittime = 25

[State 1630, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;-----------------------------------------------------------------------------
[Statedef 1640]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 641
poweradd = 35
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = (vel x)/2

[State 0, VelSet]
type = VelSet
trigger1 = timemod = 4,2
y = -0.3

[State 1640, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 5
value = 196,3

[State 1640, HitDef]
type = HitDef
trigger1 = time = 0
attr = A,NA
damage = 60
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = s7700
sparkxy = -10, -60
hitsound = 196,4 ;5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.fall = 0
air.velocity = -3.2, -7.5
air.hittime = 25

[State 1640, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;-----------------------------------------------------------------------------
[Statedef 1650]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 651
poweradd = 55
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = (vel x)/2

[State 0, VelSet]
type = VelSet
trigger1 = timemod = 4,2
y = -0.3

[State 1650, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 5
value = 196,3

[State 1650, HitDef]
type = HitDef
trigger1 = time = 0
attr = A,NA
damage = 65,1
animtype = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = s7700
sparkxy = -10, -60
hitsound = 196,4 ;5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -10
air.velocity = -12,10
air.fall = 1
air.hittime = 25
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 1650, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;-----------------------------------------------------------------------------
;special air back
[Statedef 1660]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 652
poweradd = 15
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = (vel x)/2

[State 0, VelSet]
type = VelSet
trigger1 = timemod = 4,2
y = -0.3

[State 1660, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 5
value = 196,4

[State 1660, HitDef]
type = HitDef
trigger1 = time= 0
attr = S, NA
damage = 90,2
guardflag = MA
pausetime = 0,0
hitsound = 5,2
guardsound = 6,0;S171,4
sparkno = 3
sparkxy = -30, 0; (enemynear,pos y)
animtype = Heavy
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -15,-4
guard.velocity = -5
air.velocity = -14,8
airguard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.fall= 1
fall = 1

[State 1660, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;---------------------------------------------------------------------------
;Giant Sized Stomp Counter
[Statedef 1700]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0
anim = 1700

[State 1700, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 30
stateno = 1710

[State 1710, PalFX]
type = PalFX
trigger1 = time = 6
time = 3
add = 125,10,155
sinadd = 20,10,0,10

[State 1710, PalFX]
type = PalFX
trigger1 = time = 12
time = 3
add = 125,10,155
sinadd = 20,10,0,10

[State 1710, PalFX]
type = PalFX
trigger1 = time = 16
time = 3
add = 125,10,155
sinadd = 20,10,0,10

[State 1700, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl =1

;---------------------------------------------------------------------------
;Giant Sized Stomp
[Statedef 1710]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0
anim = 1709

[State 1710, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 106
ignorehitpause = 1
persistent = 1

[State 1710, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S12711,16
volume = 255
channel = 5

[State 1710, PlaySnd]
type = PlaySnd
trigger1 = animelem =2
value = S196,1
volume = 55
channel = 4

[State 1710, PlaySnd]
type = PlaySnd
trigger1 = animelem =11
value = S197,2
volume = 255
channel = 3

[State 1710, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 2
y = 0

[State 1710, 1] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 1710, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1710, 3]
type = PlaySnd
trigger1 = time = 3
value = s15000,0
channel = 0

[State 1710, 7]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
attr = S, SA
damage    = 100,15
getpower  = 30,10
givepower = 30,10
guardflag = M
priority = 3
pausetime = 0,0
sparkno = s7702
;guard.sparkno = 8430
sparkxy = -10,-72
hitsound   = s8000,5
guardsound = s8100,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
fall = 1


[State 1710, EnvShake]
type = EnvShake
trigger1 = animelem = 8
time = 35
freq = 25
ampl = -15

[State 1710, EnvShake]
type = EnvShake
trigger1 = animelem = 10
time = 15
freq = 5
ampl = -5

[State 1700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S0,11

[State 1710, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S0,10

[State 1710, 2]
type = Explod
trigger1 = Time = 6
id = 1710
anim = 1710
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1,1

[State 1710, 4]
type = Explod
trigger1 = Time = 8
id = 1710
anim = 1710
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.1,1.1

[State 1710, 4]
type = Explod
trigger1 = Time = 10
id = 1710
anim = 1710
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.2,1.2

[State 1710, 4]
type = Explod
trigger1 = Time = 12
id = 1710
anim = 1710
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.3,1.3

[State 1710, 4]
type = Explod
trigger1 = Time = 14
id = 1710
anim = 1710
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.5,1.5

[State 1710, 4]
type = Explod
trigger1 = Time = 16
id = 1710
anim = 1710
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.7,1.7

[State 1710, 4]
type = Explod
trigger1 = Time = 18
id = 1710
anim = 1710
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.9,1.9

[State 1710, PalFX]
type = PalFX
trigger1 = time = 6
time = 3
add = 125,10,155
sinadd = 20,10,0,10

[State 1710, PalFX]
type = PalFX
trigger1 = time = 12
time = 3
add = 125,10,155
sinadd = 20,10,0,10

[State 1710, PalFX]
type = PalFX
trigger1 = time = 16
time = 3
add = 125,10,155
sinadd = 20,10,0,10

;return
[State 1710, 3]
type = Explod
trigger1 = Time = 94
id = 1710
anim = 1711
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.8,1.8

[State 1710, 3]
type = Explod
trigger1 = Time = 97
id = 1710
anim = 1711
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.5,1.5

[State 1710, 3]
type = Explod
trigger1 = Time = 100
id = 1710
anim = 1711
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.2,1.2

[State 1710, PalFX]
type = PalFX
trigger1 = time = 106
time = 3
add = 125,10,155
sinadd = 20,10,0,10

[State 1710, PalFX]
type = PalFX
trigger1 = time = 108
time = 3
add = 125,10,155
sinadd = 20,10,0,10

[State 1710, EnvShake]
type = EnvShake
trigger1 = animelem = 8
time = 40
freq = 40
ampl = -11
phase = 20

[State 1710, 8]
type = VelAdd
triggerall = Vel X > 0
trigger1 = time > 15
x = -.3

[State 1710, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl =1

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







;===========================================================================
;Hypers
;===========================================================================

;---------------------------------------------------------------------------
;Hyper1 - Shooting
[StateDef 3000]
type    = S
physics = S
ctrl = 0
anim = 3000
velset = 0,0
poweradd = 0

[State 3000, assertspecial]
type = assertspecial
triggerall = !Var(29)
trigger1 = AnimElem = 3
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, SuperPause]
type = SuperPause
triggerall = !Var(29)
trigger1 = AnimElem = 3
Time = 60
;anim =-1;s3012
pos = 50,-110  ;25,-65
sound = S8889,0
poweradd = -1000
movetime = 60


;;;;;;;;hypa port bg

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40001)
trigger1 = time = 5
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40003)
trigger1 = time = 5
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40004)
trigger1 = time = 5
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1




;------------End of Hyper Effects

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 171,3


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 3,1
channel=-1

[State 3000, superportrait]
type = Explod
trigger1 = AnimElem = 9
anim = 3021
ID = 3021
pos = 75,-110  ;61,-67
postype = p1
bindtime = 999
removetime = -1
sprpriority = 6
ownpal = 1
removeongethit = 1
scale = 1,1.3

[State 3000, superportrait]
type = Explod
trigger1 = AnimElem = 9
anim = 3021
ID = 3022
pos = 71,-110  ;65,-65
postype = p1
bindtime = 999
removetime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = 1,1.3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 3000,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 3000,1
channel = 5

[State 3001, EnvShake]
type = EnvShake
trigger1 = timemod = 8,1
time = 21
freq = 12
ampl = -3
phase = 6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = 1200, 0 ;172,5

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
ProjID = 3020
projanim = 3020
projhitanim = 1002
projremanim = 1002
projcancelanim = 1002
velocity = 23,(3.0 - random/725) ;16,(0.5 - random/725)
offset = 70,-110  ;50,-67
attr = S,HP
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = hard
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 6,1
pausetime = 4,4
sparkno = -1
guard.sparkno = -1;s9993
hitsound = S172,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -2,-0.1
air.velocity = -2,-0.8
fall = 1
air.fall = 1
getpower = 0

[State 3110, back to stance]
type = ChangeState
trigger1 = time >= 300
value = 3001

;[StateDef 3001]
;type    = S
;physics = S
;ctrl = 0
;anim = 3001
;velset = 0,0
;poweradd = 0



;[State 3110, back to stance]  ;not yet :)
;type = ChangeState
;trigger1 = animtime = 0
;value = 0
;ctrl = 1

; Hyper 1 -- Mega beam
[StateDef 3001]
type    = S
movetype = A
physics = S
ctrl = 0
anim = 3001
velset = 0,0
poweradd = 0

;;;got from above
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3021



[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3022
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 0,1
channel=-1
;;;;;;;;;;;;;;;;

;------------Hyper Effects-----------
;---------------------[NEW Version]---------------------

[State 0, Helper]
type = Helper
triggerall = numhelper(3010) = 0
trigger1 = animelem = 4
helpertype = normal ;player
name = "missi"
ID = 3010
stateno = 3010
pos = 70,-110  ;25,-82
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1

[State 3111, back to stance]
type = ChangeState
trigger1 = time = 160
value = 3003
ctrl = 0

;;;;;;;;;;;;;;;newbeam
[StateDef 3003]
type    = S
movetype = I
physics = S
ctrl = 0
anim = 3003
velset = -3,0
poweradd = 0

[State 3112, back to stance]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 3010]
type = A
movetype = A
physics = N
anim = 3010
velset = 130,-30 ;0,0 
sprpriority = 99
poweradd = 0

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S3000,1
volume = 255
channel = 5

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = S3000,1
volume = 255
channel = 5

[State 1510, PosSet]
type = PosSet
trigger1 = 1
x = parent, Pos X + 9*facing
y = parent, Pos Y - 80

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 10

[State 220, HitDef]
type = HitDef
trigger1 = timemod= 2,1
attr = S, HP
damage = 3,2 ;6,2
guardflag = MA
pausetime = 0,1
hitsound = S7,1
guardsound = S171,4
sparkno = S3009
;guard.sparkno = S6004
sparkxy = -20, -5+floor(random/100); (enemynear,pos y)
animtype = Heavy
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6,-2
guard.velocity = -5
air.velocity = -5,-1
airguard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
fall = 1
getpower = 0



[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, anim != 3000
trigger1 = parent, anim != 3001
;trigger1 = parent, anim != 3000

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 140
value =  3011
ctrl = 0

[Statedef 3011]
type = A
movetype = A
physics = N
anim = 9999
velset = 0,0
sprpriority = 99
poweradd = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 3011
ID = 3011
pos = 130,-30 ;20,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = 18
scale = 1,.9
sprpriority = 99
shadow = 0,0,0

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 1
ID =  3011
scale = 1,.8

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID =  3011
scale = 1,.7

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 3
ID =  3011
scale = 1,.6

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID =  3011
scale = 1,.5

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 5
ID =  3011
scale = 1,.4

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID =  3011
scale = 1,.3

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 7
ID =  3011
scale = 1,.2

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID =  3011
scale = 1,.1




[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 10

;;;;;;;;;;;;;;;;;;;;;;

;---------------------------------------------------------------------------
;Hyper2
[Statedef 3100]
type = A
movetype = I
physics = N
ctrl = 0
anim = 3100+(var(23))
velset = 0,0
sprpriority = 0

[State 73100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 73100, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3100, assertspecial]
type = assertspecial
trigger1 = time = [0,40]
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1

[State 3100, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 40
anim = 4532
sound = S8889,0
pos = 19,-80
movetime = 40
darken = 0
poweradd = -1000
ownpal = 1

;;;;;;;;hypa port bg

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40001)
trigger1 = time = 5
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40003)
trigger1 = time = 5
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40004)
trigger1 = time = 5
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1




;------------End of Hyper Effects
[State -2, VarSet];Turn into Archangel
type = VarSet
trigger1 = var(23) != 10000
v = 23
value = 10000

[State 198, PalFX]
type = PalFX
trigger1 = animelem = 4
time = 70
add = 155,20,250
mul = 216,96,156
sinadd = 0,210,50,110
invertall = 0
color = 256

[State 198, AfterImage]
type = AfterImage
trigger1 = AnimElem = 3
time = 1

[State 198, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2


[State 3100, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1





;---------------------------------------------------------------------------------------------
;Arch switch off

[Statedef 10195]
type = A
movetype = I
physics = N
ctrl = 0
anim = 195+(var(23))
velset = 0,0
sprpriority = 0

[State 195, VarSet]
type = VarRandom
trigger1 = time =0
v = 28
range = 6,8

[State -2, VarSet];Turn into Angel
type = VarSet
trigger1 = var(23) != 0
v = 23
value = 0

[State 198, PalFX]
type = PalFX
trigger1 = animelem = 4
time = 30
add = 135,20,200
mul = 216,96,156
sinadd = 0,210,50,110
invertall = 0
color = 256

[State 198, AfterImage]
type = AfterImage
trigger1 = AnimElem = 3
time = 1

[State 198, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2


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

;---------------------------------------------------------------------------
;;-----------------------------------------------------------------------
;---------------------------------------------------------------------------
;Hyper3
[Statedef 3200]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
anim = 3200
ctrl = 0
sprpriority = 2

[State 3200, assertspecial]
type = assertspecial
trigger1 = time = [0,40]
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1

[State 3200, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 40
anim = 4532
sound = S8889,0
pos = 19,-80
movetime = 40
darken = 0
poweradd = -1000
ownpal = 1

;;;;;;;;hypa port bg

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40001)
trigger1 = time = 5
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40003)
trigger1 = time = 5
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40004)
trigger1 = time = 5
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1




;------------End of Hyper Effects

[State 3200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
damage = 290,90
pausetime = 12,12
sparkno = S7703
sparkxy = -10,-60
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.type = Low
air.hittime = 15
air.velocity = -6,-5
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 3200, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Hyper4

;---------------------------------------------------------------------------
; Hyper 4 = Immortatilty
;---------------------------------------------------------------------------
[Statedef 3300]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 3302
ctrl = 0
sprpriority = 2

[State 3000, No BG]
type = assertspecial
trigger1 = time = 0
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1

[State 3000, Super Pause]
type = SuperPause
trigger1 = time = 0
Time = 40
pos = 20,-120
sound = S8889,0
poweradd = -1000
movetime= 40

[State -2, Hyper Background]
type = Helper
triggerall = !numhelper(40001)
trigger1 = time = 0
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State -2, Hyper Portrait]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 0
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40004)
trigger1 = time = 0
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 3300, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 740
stateno = 3301

[State 3300, NotHitBy]
type = NotHitBy
trigger1 = AnimTime = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 750

[State 3300, VarSet]
type = VarSet
trigger1 = animelem = 3
v = 15
value = 736

[State 3300, sense bar]
type = Explod
triggerall = animelem = 1
trigger1 = numexplod(3301)=0
anim = 3301
id = 3301 ;3304
pos = ifelse(TeamSide = 1, 1, 319), 240
postype = left
facing = ifelse(TeamSide = 1, 1, -1)
bindtime = -1
removetime = -2
sprpriority = 90
ignorehitpause = 1
ownpal = 1

[State 3300, sense bar]
type = Explod
triggerall = animelem = 1
trigger1 = numexplod(3702)=0
anim = 3300
id = 3300
pos = ifelse(TeamSide = 1, 48, 271), 240
postype = left
facing = 1;ifelse(TeamSide = 1, 1, -1)
bindtime = -1
removetime = -2
sprpriority = 92
ignorehitpause = 1
ownpal = 1

[State 3300, Set Random]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,1

[State 3300, Snd]
type=playsnd
trigger1= animelem=1 && var(1)!=0
value=12711,21
channel=4

[State 0, Snd]
type=playsnd
trigger1= animelem=1 && var(1)!=1
value=12711,22
channel=4

;commented out
;[State 3300, Snd]
;type=playsnd
;trigger1= animelem = 12
;value=180,1
;channel = 5

[State 3300, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Giggle and Hoot
;---------------------------------------------------------------------------
[Statedef 3301]
type = S
ctrl = 0
anim = 199
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 3300, aa]            
type = VarRandom         
trigger1 = !Time
v = 3
range = 200

[State 0, Snd]
type=playsnd
trigger1 = animelem=1 && (var(3) = [0,170]) && (!time)
value=9999,0
channel=4

[State 0, Snd]
type=playsnd
trigger1= animelem=1 && (var(3) = [171,200])&& (!time)
value=12711,10
channel=4

[State 0, LifeAdd]
type = LifeAdd
triggerall = numexplod(3301)=1
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
value = 10

[State 199, ChangeState]
type = ChangeState
trigger1 = pos y < 0
value = 50
ctrl = 1

[State 1710, PalFX]
type = PalFX
trigger1 = time = 6
time = 3
add = 125,10,155
sinadd = 20,10,0,10

[State 1710, PalFX]
type = PalFX
trigger1 = time = 12
time = 3
add = 125,10,155
sinadd = 20,10,0,10

[State 1710, PalFX]
type = PalFX
trigger1 = time = 16
time = 3
add = 125,10,155
sinadd = 20,10,0,10


[State 199, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 199, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;3600
[StateDef 3600]
type    = A
movetype = A
physics = N
ctrl = 0
anim = 3600
velset = 0,0

[State 0, VelSet]
type = VelSet
triggerall = pos y >= 0
trigger1 = time = 0
x = 0 ;-1
y = 0 ;-0.8

;[State 0, PlaySnd]
;type = PlaySnd
;triggerall = pos y >= 0
;trigger1 = time = 0
;value = S1200,0

;[State 0, VelSet]
;type = VelSet
;trigger1 = AnimElem = 8
;x = 0
;y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = 1200,0


;------------Hyper Effects-----------
[State 3000, No BG]
type = assertspecial
trigger1 = time = 0
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1

[State 3000, Super Pause]
type = SuperPause
trigger1 = time = 0
Time = 40
pos = -20,-135
sound = S8889,0
poweradd = -1000
movetime= 40

[State -2, Hyper Background]
type = Helper
triggerall = !numhelper(40001)
trigger1 = time = 0
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State -2, Hyper Portrait]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 0
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40004)
trigger1 = time = 0
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

;----------

[State 0, Explod]
type = Explod
triggerall = time > 28
triggerall = time < 130
trigger1 = timemod = 8,1
anim = 3021
ID = 3621
pos =  75,-125 
;pos = 0 - ((Random * 3) / 1000),-105 - ((Random * 5) / 1000)
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = .5,.5
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
triggerall = time > 28
triggerall = time < 130
trigger1 = timemod = 9,1
anim = 3021
ID = 3621
pos = 50,-130 
;pos = 34 - ((Random * 3) / 1000),-105 - ((Random * 5) / 1000)
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = .45,.45
sprpriority = 6 ;-6
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 0, Projectile]
type = Projectile
triggerall = time > 28
trigger1 = timemod = 5,1
ProjID = 3610
projanim = 1051 ;+ ((Random * 3) / 1000)
projhitanim = 1053
projremanim = 1053
projcancelanim = 1053
projscale = .75,.75
projremove = 1
projremovetime = -1
velocity = 6,-1 + ((Random * 4) / 1000)
projpriority = 1
projsprpriority = 5
projedgebound = 40
projstagebound = 40
projheightbound = -440
offset = 55,-130 ;offset = 8,-105
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 3,Hit   ;Hit,Miss,Dodge
damage = 15,2
pausetime = 4,8
getpower = 0
sparkno = -1;0
sparkxy = 0,0
hitsound = s1100,2
guardsound = s8500,0
ground.type = High      ;Low,Trip,None
ground.slide = 0
ground.hit = 0
air.hittime = 20
ground.velocity = -4,-3
air.velocity = -4,-1
sprpriority = 1
p1getp2facing = 0
fall = 1
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 0
down.bounce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 0, Projectile]
type = Projectile
triggerall = time > 28
trigger1 = timemod = 5,1
ProjID =3610
projanim = 1051 ;+ ((Random * 3) / 1000)
projhitanim = 1053
projremanim = 1053
projcancelanim = 1053
projscale = .75,.75
projremove = 1
projremovetime = -1
velocity = 6,1 + ((Random * 4) / 1000) ;9,-2 + ((Random * 4) / 1000)
projpriority = 1
projsprpriority = 5
projedgebound = 40
projstagebound = 40
projheightbound = -440
offset = 80,-125 ;offset = 40,-100
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 3,Hit   ;Hit,Miss,Dodge
damage = 15,2 ;8,2
pausetime = 4,8
getpower = 0
sparkno = -1;0
sparkxy = 0,0
hitsound = s1100,2
guardsound = s8500,0
ground.type = High      ;Low,Trip,None
ground.slide = 0
ground.hit = 0
air.hittime = 20
ground.velocity = -4,-3
air.velocity = -4,-1
sprpriority = 1
p1getp2facing = 0
fall = 1
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 0
down.bounce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3600, EnvShake]
type = EnvShake
trigger1 = timemod = 18,1
time = 20
freq = 20
ampl = -7
phase = 10

[State 1000, changestate]
type = ChangeState
trigger1 = time = 150
value = 3601
ctrl = 0

[StateDef 3601]
type    = A
movetype = I
physics = N
ctrl = 0
anim = 3601
velset = 0,0

[State 1000, changestate]
type = ChangeState
trigger1 = animtime = 0
value = 0 ;948
ctrl = 1

;---------------------------------------------------------------------------
;Hyper Limited Huge
;---------------------------------------------------------------------------
; Intro
[Statedef 4000]
type    = S
physics = S
velset = 0,0
ctrl = 0
sprpriority = 2
hitcountpersist = 1
anim = 1

;I am Apocalypse
[State 4001, 1] 
type = PlaySnd
;trigger1 = Var(5) = 1
trigger1 = Time = 5
value = 12711, 19
channel = 0

;------------Hyper Effects-----------
;---------------------[NEW Version]---------------------
[State 3000, assertspecial]
type = assertspecial
triggerall = !Var(29)
trigger1 = time = 5
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, SuperPause]
type = SuperPause
triggerall = !Var(29)
trigger1 =  time = 5
Time = 80
;anim =-1;s3012
pos = 20,-85
sound = S8889,0
volume = 20
poweradd = -3000
movetime = 0

;;;;;;;;hypa port bg

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40001)
trigger1 = time = 5
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40003)
trigger1 = time = 5
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40004)
trigger1 = time = 5
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1
;------------End of Hyper Effects



[State 1000, changestate]
type = ChangeState
trigger1 = time = 10
value = 4001
ctrl = 0

[Statedef 4001]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = N                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0
;poweradd = -2000                 ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 4000 ;10190 ;9999                        ;Change animation (Def: no change)
sprpriority = -2                 ;Set layering priority to 2 (in front)
hitcountpersist = 1

[State 4001, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = Time = 75 ;125
trigger3 = Time >= 100 ;150
v = 0
value = 0

;Hahahah!
[State 4001, 2]
type = PlaySnd
trigger1 = Time = 50 ;100
value = 12711, 20
channel = 0

;flash
[State 4001, 2]
type = ChangeAnim
trigger1 = Time = 50;100
value = 4001 ;10191

[State 4001, 3] ;what is this for? :-S
type = VarAdd
trigger1 = Time > 50;100
trigger1 = Time < 100;150
v = 0
value = 10

[State 4001, 3]
type = PalFX
trigger1 = Time > 50;100
trigger1 = Time < 75;125
time = 1
add = var(0),Var(0),Var(0)

[State 4001, 4]
type = ChangeAnim
trigger1 = Time = 75;125
value = 4000 ;10190

[State 4001, 4]
type = PalFX
trigger1 = Time > 75;125
trigger1 = Time < 100;150
time = 1
add = -var(0),-Var(0),-Var(0)

[State 4001, 4]
type = AssertSpecial
trigger1 = Time > 75;125
flag = Invisible





[State 4001, 4]
type = Explod
trigger1 = Time = 76;126
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1,1

[State 4001, 4]
type = Explod
trigger1 = Time = 78;128
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.1,1.1

[State 4001, 4]
type = Explod
trigger1 = Time = 80;130
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.2,1.2

[State 4001, 4]
type = Explod
trigger1 = Time = 82;132
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.3,1.3

[State 4001, 4]
type = Explod
trigger1 = Time = 84;134
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.4,1.4

[State 4001, 4]
type = Explod
trigger1 = Time = 86;136
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.5,1.5

[State 4001, 4]
type = Explod
trigger1 = Time = 88;138
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.6,1.6

[State 4001, 4]
type = Explod
trigger1 = Time = 90;140
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.7,1.7

[State 4001, 4]
type = Explod
trigger1 = Time = 92;142
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.8,1.8

[State 4001, 4]
type = Explod
trigger1 = Time = 94;144
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.9,1.9

[State 4001, 4]
type = Explod
trigger1 = Time = 96;146
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 2,2

;Body
[State 1410, 2]
type = Helper
ID =10001
helpertype = normal
pos = 0,0
facing = 1
postype = p1
stateno = 4011
trigger1 = time = 100;150
value = 4011

;[State 4001, 5]
;type = DestroySelf
;trigger1 = Time >=  450;250
;trigger2 = Root, StateNo != 4001


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 520 ;235
value = 4013 ;0
ctrl = 1



;[State 1000, changestate]
;type = ChangeState
;trigger1 = time = 350
;value = 0
;ctrl = 0

[Statedef 4011]
type = S
movetype= A
physics = S
juggle  = 3
anim = 4010
sprpriority = -60 ;5

;[State 100, 5]
;type = velset
;trigger1 = Time = [1,100]
;x = -9
;y = 0

[State 240, 2]
type = HitDef
trigger1 = time = 0
;trigger1 = Animelem >=1
attr = A,HA
damage    = 15,1
hitflag = HMAF
guardflag = HA
pausetime = 6,6
sparkno = S8222
guard.sparkno = S8001
sparkxy = 0,-80
getpower = 0,0
givepower = 0,0
hitsound   = S8000,2
;hitsound   = S19,0
guardsound = S19,2
animtype = hard
air.animtype = hard
fall.animtype = up
ground.type = High
air.type = High
ground.slidetime = 40
ground.hittime = 40
ground.velocity = -1,-16
guard.velocity = -3
air.velocity = -0.25,-12
airguard.velocity = -2,-1
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -4
getpower = 35,5
givepower = 5,5
fall = 0
air.fall = 1
fall.recover = 0
air.fall.recover = -1
p2stateno = 3514


;Head
[State 0, Explod]
type = Explod
trigger1 = time = 0 ;15
anim = 4011
pos = 40, -120
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 400 ;65
supermove
pausemove
sprpriority = -20


;Arm
[State 0, Explod]
type = Explod
trigger1 = time = 0 ;15
anim = 4012
pos = -80, 0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 400 ;65
supermove
pausemove
sprpriority = -3

;Fist
[State 0, Explod]
type = Explod
trigger1 = time = 0 ;15
anim = 4013
pos = 0, 0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 400 ;65
supermove
pausemove
sprpriority = -1

;[State 610, 4]
;type = PlaySnd
;trigger1 = movehit
;triggerall = time = 20
;value = 14, 2
;volume = 100

;needed
;[State 901, 4]
;type = DestroySelf
;trigger1 = time = 100

;Eyeflash
[State 0, Explod]
type = Explod
trigger1 = time = 100 ;15
anim = 10390
pos = 56, -160
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 150 ;99999165 ;65
supermove
pausemove
sprpriority = -1

;floor
[State 0, Explod]
type = Explod
trigger1 = time = 0 ;15
anim = 20005
pos = 0, 130
postype = back  ;p2,front,back,left,right
removetime = 410 ;65
pausemovetime = -1
supermovetime = -1
sprpriority = -59
ownpal = 1
ignorehitpause = 1
bindtime = -1

;left1
[State 0, Explod]
type = Explod
trigger1 = time = 170 ;15
anim = 10380
pos = -80, -140
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 200 ;228 ;65
supermove
pausemove
sprpriority = -50

;right2
[State 0, Explod]
type = Explod
trigger1 = time = 170 ;15
anim = 10381
pos = 130, -120
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 200 ;328 ;65
supermove
pausemove
sprpriority = -50

;eyebeam1
[State 0, Projectile]
type = Projectile
trigger1 = time = 200
projanim = 1501
projhitanim = 1501
pos = p1
offset = 40,-165
velocity = 0, 0
projremovetime = 20
attr = S, SP
damage = 200,4
sparkno = 1
sparkxy = 0,0;60, -40
hitsound = 5,1
animtype = Heavy
guardflag = MA
pausetime = 10,0
ground.type = Heavy
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = 0, 0
sprpriority = 2
p2stateno = 3517

;eyebeam1
[State 0, Projectile]
type = Projectile
trigger1 = time = 200
projanim = 1501
projhitanim = 1501
pos = p1
offset = 70,-160
velocity = 0, 0
projremovetime = 20
attr = S, SP
damage = 200,4
sparkno = 1
sparkxy = 0,0;60, -40
hitsound = 5,1
animtype = Heavy
guardflag = MA
pausetime = 10,0
ground.type = Heavy
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = 0, 0
sprpriority = 2
p2stateno = 3517


[State 0, EnvShake]
type = EnvShake
;trigger1 = timemod = 18,1
trigger1 = Time = 80
time = 20
freq = 20
ampl = -7
phase = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 200
;trigger1 = animelem = 10
value = 0, 21 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 80
;trigger1 = animelem = 10
value = 8200, 0 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 200
;trigger1 = animelem = 10
value = 8200, 0 

[State 3001, EnvShake]
type = EnvShake
;trigger1 = timemod = 18,1
trigger1 = Time = 200
time = 20
freq = 20
ampl = -7
phase = 10

;fisthit1
[State 0, Projectile]
type = Projectile
trigger1 = time = 80
projanim = 1201
projhitanim = 1201
pos = p1
offset = 0,20
velocity = 0, 0
projremovetime = 20
attr = S, SP
damage = 100,4
sparkno = 1
sparkxy = 0,0;60, -40
hitsound = 5,1
animtype = Heavy
guardflag = MA
pausetime = 10,0
ground.type = Heavy
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = 0, 0
sprpriority = 2
p2stateno = 3517

;fisthit2
[State 0, Projectile]
type = Projectile
trigger1 = time = 200
projanim = 10323
projhitanim = 10323
pos = p1
offset = 0,0
velocity = 0, 0
projremovetime = 20
attr = S, SP
damage = 150,4
sparkno = 1
sparkxy = 0,0;60, -40
hitsound = 5,1
animtype = Heavy
guardflag = MA
pausetime = 10,0
ground.type = Heavy
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = 0, 0
sprpriority = 2
p2stateno = 3517



;projectiles
[State 1411, 2]
type = Helper
ID =10002
helpertype = normal
pos = 0,0
facing = 1
postype = p1
stateno = 4012
trigger1 = time = 200;150
value = 4012

;[State 4011, 5]
;type = DestroySelf
;trigger1 = Time >=  450;250
;trigger2 = Root, StateNo != 4011

;[State 1000, changestate]
;type = ChangeState
;trigger1 = time = 350
;value = 0
;ctrl = 0

[State 4011, 5]
type = DestroySelf
trigger1 = Time =  410

[Statedef 4012]
type = S
movetype= A
physics = S
juggle  = 3
anim = 9999 ;4010
sprpriority = -60 ;5


[State 0, Projectile]
type = Projectile
;trigger1 = time = 228
triggerall = time > 0;228
trigger1 = timemod = 5,1
ProjID = 4111
projanim = 1051 ;+ ((Random * 3) / 1000)
projhitanim = 1053
projremanim = 1053
projcancelanim = 1053
projscale = 1,1;.75,.75
projremove = 1
projremovetime = 60
velocity = 6,-1 + ((Random * 4) / 1000)
projpriority = 1
projsprpriority = 5
projedgebound = 40
projstagebound = 40
projheightbound = -440
offset = -85,-160;55,-130 ;offset = 8,-105
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 3,Hit   ;Hit,Miss,Dodge
damage = 15,2
pausetime = 4,8
getpower = 0
sparkno = -1;0
sparkxy = 0,0
hitsound = s1100,2
guardsound = s8500,0
ground.type = High      ;Low,Trip,None
ground.slide = 0
ground.hit = 0
air.hittime = 60
ground.velocity = -4,-3
air.velocity = -4,-1
sprpriority = 1
p1getp2facing = 0
fall = 1
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 0
down.bounce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 0, Projectile]
type = Projectile
;trigger1 = time = 228
triggerall = time > 0;228
trigger1 = timemod = 5,1
ProjID =4111
projanim = 1051 ;+ ((Random * 3) / 1000)
projhitanim = 1053
projremanim = 1053
projcancelanim = 1053
projscale = 1,1;.75,.75
projremove = 1
projremovetime = 60;-1
velocity = 6,1 + ((Random * 4) / 1000) ;9,-2 + ((Random * 4) / 1000)
projpriority = 1
projsprpriority = 5
projedgebound = 40
projstagebound = 40
projheightbound = -440
offset = 130,-130;80,-125 ;offset = 40,-100
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 3,Hit   ;Hit,Miss,Dodge
damage = 15,2 ;8,2
pausetime = 4,8
getpower = 0
sparkno = -1;0
sparkxy = 0,0
hitsound = s1100,2
guardsound = s8500,0
ground.type = High      ;Low,Trip,None
ground.slide = 0
ground.hit = 0
air.hittime = 20
ground.velocity = -4,-3
air.velocity = -4,-1
sprpriority = 1
p1getp2facing = 0
fall = 1
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 0
down.bounce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 4012, 5]
type = DestroySelf
trigger1 = Time =  80;250
;trigger2 = Root, StateNo != 4012

[Statedef 4013]
type = S
movetype= A
physics = S
juggle  = 3
anim = 4014 
sprpriority = 0 



[State 4001, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = Time = 5 ;125
trigger3 = Time >= 30 ;150
v = 0
value = 0



[State 4001, 3] ;what is this for? :-S
type = VarAdd
trigger1 = Time > 0;100
trigger1 = Time < 30;150
v = 0
value = 10

[State 4001, 3]
type = PalFX
trigger1 = Time > 0;100
trigger1 = Time < 5;125
time = 1
add = var(0),Var(0),Var(0)

[State 4001, 4]
type = ChangeAnim
trigger1 = Time = 5;125
value = 4000 ;10190

[State 4001, 4]
type = PalFX
trigger1 = Time > 5;125
trigger1 = Time < 30;150
time = 1
add = -var(0),-Var(0),-Var(0)

;[State 4001, 4]
;type = AssertSpecial
;trigger1 = Time > 5;125
;flag = Invisible





[State 4001, 4]
type = Explod
trigger1 = Time = 6;126
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 2,2

[State 4001, 4]
type = Explod
trigger1 = Time = 8;128
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.9,1.9

[State 4001, 4]
type = Explod
trigger1 = Time = 10;130
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.8,1.8

[State 4001, 4]
type = Explod
trigger1 = Time = 12;132
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.7,1.7

[State 4001, 4]
type = Explod
trigger1 = Time = 14;134
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.6,1.6

[State 4001, 4]
type = Explod
trigger1 = Time = 16;136
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.5,1.5

[State 4001, 4]
type = Explod
trigger1 = Time = 18;138
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.4,1.4

[State 4001, 4]
type = Explod
trigger1 = Time = 20;140
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.3,1.3

[State 4001, 4]
type = Explod
trigger1 = Time = 22;142
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.2,1.2

[State 4001, 4]
type = Explod
trigger1 = Time = 24;144
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.1,1.1

[State 4013, 4]
type = Explod
trigger1 = Time = 26;146
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1,1


[State 4013, ChangeState]
type = ChangeState
trigger1 = time = 81 ;235
value = 0
ctrl = 1

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

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









;---------------------------------------------------------------------------
;Hyper start Globe
;-----------------------------------------------------------------------------

[StateDef 4300]
type    = S
movetype = A
physics = S
ctrl = 0
anim = 4300
velset = 0,0
poweradd = 0


[State 0, SprPriority]
type = SprPriority
trigger1 = animelem = 5
value = -99

;speech
[State 4300, 1] 
type = PlaySnd
;trigger1 = Var(5) = 1
trigger1 = Time = 5
value = 12711, 20
channel = 0

;------------Hyper Effects-----------
;---------------------[NEW Version]---------------------
[State 4300, assertspecial]
type = assertspecial
triggerall = !Var(29)
trigger1 = animelem = 4
flag = noFG
ignorehitpause = 1

[State 4300, SuperPause]
type = SuperPause
triggerall = !Var(29)
trigger1 = animelem = 4
Time = 60
;anim =-1;s3012
pos = 15,-80
sound = S8889,0
poweradd = -1000
darken = 0

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40001)
trigger1 = time = 5
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40003)
trigger1 = time = 5
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40004)
trigger1 = time = 5
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

; end DCvM stuff

[State 0, Helper]
type = Helper
triggerall = numhelper(4010) = 0
trigger1 = animelem = 3
helpertype = normal ;player
name = "energy"
ID = 4310
stateno = 4310
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1


[State 4110, back to stance]
type = ChangeState
trigger1 = time = 160
value = 4301
ctrl = 0

[StateDef 4301]
type    = S
movetype = I
physics = S
ctrl = 0
anim = 4303
velset = 0,0
poweradd = 0

[State 4110, back to stance]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1



[Statedef 4310]
type = A
movetype = A
physics = N
anim = 4301
velset = 0,0
sprpriority = 99
poweradd = 0

[State 0, Explod]
type = Explod
trigger1 = time = 9
anim =  4305
ID = 4305
pos = -105,7
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -1
sprpriority = 119
ontop = 0
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 9
anim =  4305
ID = 4305
pos = 105,7
facing = -1
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -1
sprpriority = 119
ontop = 0
removeongethit = 1


[State 1510, PosSet]
type = PosSet
trigger1 = 1
x = parent, Pos X ;+ 9*facing
y = parent, Pos Y;- 80

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = timemod = 6,1
value = 1000,1   ;8700,0

[State 220, HitDef]
type = HitDef
trigger1 = timemod= 2,1
attr = S, HP
damage = 4,1
guardflag = MA
pausetime = 0,1
hitsound = S7,1
guardsound = S171,4
sparkno = S4309
;guard.sparkno = S6004
sparkxy = -5, -55+floor(random/100); (enemynear,pos y)
animtype = Heavy
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0,-1
guard.velocity = -5
air.velocity = ifelse(time>140,-4,0),ifelse(time>140,-9,0)
airguard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 4
fall = 1
getpower = 0



[State 0, ChangeState]
type = ChangeState
trigger1 = parent, anim != 4300
value =  4311
ctrl = 0

[Statedef 4311]
type = A
movetype = A
physics = N
anim = 9999
velset = 0,0
sprpriority = 99
poweradd = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 4305

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0



;---------------------------------------------------------------------------
;Hyper end Globe
;-----------------------------------------------------------------------------




[StateDef 4500]
type = A
movetype = A
physics = A
anim = 1500
poweradd = 15
ctrl = 0
;velset = 0,0
sprpriority = 0


[State 4500, assertspecial]
type = assertspecial
trigger1 = time = [0,40]
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1

[State 4500, SuperPause]
type = SuperPause
trigger1 = animelem = 3
time = 35
;anim = 4532
sound = S8889,0
pos = 112,-47
movetime = 40
darken = 0
poweradd = -1000
ownpal = 1

;;;;;;;;hypa port bg

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40001)
trigger1 = time = 5
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40003)
trigger1 = time = 5
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40004)
trigger1 = time = 5
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1




;------------End of Hyper Effects

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = (vel x)/2

[State 0, VelSet]
type = VelSet
trigger1 = timemod = 4,2
y = -0.3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 3000,1

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "LaserHand"
ID = 1502
stateno = 1502
pos = -40,-40
postype = p1    ;p2,front,back,left,right
bindtime = -1
size.shadowoffset =0
size.xscale = 3 ;0.5;(float)
size.yscale = 3 ;(float)




[State 1010, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1



[Statedef 1502]
type = A
movetype = A
physics = N
anim = 1501
velset = 0,0
sprpriority = 10


[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent,pos x + ifelse(facing=1,112,-112);+ 30;- 10
y = parent,pos y - 47



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 220, HitDef]
type = HitDef
trigger1 = time= 0
attr = S, NA
damage = 200,2
guardflag = MA
pausetime = 0,0
hitsound = 196,6 ;5,4
guardsound = 6,0;S171,4
sparkno = -1
sparkxy = -30,floor(-(enemynear, pos y) + ifelse(enemynear,pos y < pos y,-20,0)); (enemynear,pos y)
animtype = Heavy
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -15,-4
guard.velocity = -5
air.velocity = -14,8
airguard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.fall= 1
fall = 1
palfx.time = 30 ;40
palfx.add  = 100,100,40
palfx.sinadd = 50,50,50,10
Palfx.color = 0
fall.envshake.time = 7
fall.envshake.ampl = -4
envshake.time = 6
envshake.freq = 50
envshake.ampl = -6



[State 0, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
trigger2 = parent, anim != 1500



;---------------------------------------------------------------------------
; More Introduction 7

[Statedef 6090]
type = S
ctrl = 0
physics = N
anim = 9999
velset = 0,0
sprpriority = 0

[State 6090] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, gloat]
type = PlaySnd
trigger1 = time = 95
value = 12711,9
channel = 5

[State 6090]
type = PlaySnd
trigger1 = time = 87
value = 1100,1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 6090
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
;vel = -10,0
accel = 0,0
random = 0,0
removetime = 250
supermove
pausemove
sprpriority = 2

;73
[State 0, Explod]
type = Explod
trigger1 = time = 250
anim = 6094
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
;vel = -10,0
accel = 0,0
random = 0,0
removetime = 200
supermove
pausemove
sprpriority = 2

[State 6090, Explod]
type = Explod
;triggerall = palno != [3,5] 
trigger1 = time = 80
anim = 6095
ID = 6095
pos = 80,-85
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = 1,1
shadow = 0,0,0
ownpal = 1
sprpriority = 3

;Sword
[State 6090, 2]
type = Helper
ID = 3547
helpertype = normal
pos = 90,-125
postype = p1
stateno = 6091
trigger1 = time = 90
value = 6091

[State 0, VarSet]
type = VarSet
trigger1 = time = 400
v = 0
value = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 450
value = 0
ctrl = 1

;Swinging sword
[Statedef 6091]
type = S
movetype= A
physics = S
juggle  = 3
anim = 6091 
sprpriority = -5

[State 100, 5]
type = velset
trigger1 = Time = [1,100]
x = 3;.5
y = -3;.75

[State 6091, 4]
type = DestroySelf
trigger1 = time = 200


;---------------------------------------------------------------------------
; More Introduction 8

[Statedef 6092]
type = S
ctrl = 0
physics = N
anim = 9999
velset = 0,0
sprpriority = 0

[State 6092] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

;[State 0, gloat]
;type = PlaySnd
;trigger1 = time = 95
;value = 12711,9

[State 6090]
type = PlaySnd
trigger1 = time = 330
value = 196,1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 6093
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
;vel = -10,0
accel = 0,0
random = 0,0
removetime = 600
supermove
pausemove
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = time = 80
anim = 6092
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
;vel = -10,0
accel = 0,0
random = 0,0
removetime = 600
supermove
pausemove
sprpriority = 1

[State 0, Explod]
type = Explod
trigger1 = time = 420
anim = 3520
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
;vel = -10,0
accel = 0,0
random = 0,0
removetime = 30
supermove
pausemove
sprpriority = 1

; Teleport
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 420
value = 11500,0

[State 0, VarSet]
type = VarSet
trigger1 = time = 400
v = 0
value = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 450 
value = 0
ctrl = 1
;-----------------------------------------------------------------------------


;-----------------------------------------------------------------------------
;Win Pose 6192
[Statedef 6192]
type = S
movetype = I
physics = S
ctrl = 0
anim = 4000
velset = 0,0


[State 4001, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = Time = 75 ;125
trigger3 = Time >= 100 ;150
v = 0
value = 0

;Hahahah!
[State 4001, 2]
type = PlaySnd
trigger1 = Time = 50 
value = 1, 1
channel = 0

[State 3300, Set Random]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,1

[State 0, Snd]
type=playsnd
trigger1 = Time = 300 && var(1)!=0
value=1,0
channel=4

[State 0, Snd]
type=playsnd
trigger1 = Time = 300 && var(1)!=1
value=1,3
channel=4

;flash
[State 4001, 2]
type = ChangeAnim
trigger1 = Time = 50;100
value = 4001 ;10191

[State 4001, 3] ;what is this for? :-S
type = VarAdd
trigger1 = Time > 50;100
trigger1 = Time < 100;150
v = 0
value = 10

[State 4001, 3]
type = PalFX
trigger1 = Time > 50;100
trigger1 = Time < 75;125
time = 1
add = var(0),Var(0),Var(0)

[State 4001, 4]
type = ChangeAnim
trigger1 = Time = 75;125
value = 4000 ;10190

[State 4001, 4]
type = PalFX
trigger1 = Time > 75;125
trigger1 = Time < 100;150
time = 1
add = -var(0),-Var(0),-Var(0)

[State 4001, 4]
type = AssertSpecial
trigger1 = Time > 75;125
flag = Invisible





[State 4001, 4]
type = Explod
trigger1 = Time = 76;126
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1,1

[State 4001, 4]
type = Explod
trigger1 = Time = 78;128
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.1,1.1

[State 4001, 4]
type = Explod
trigger1 = Time = 80;130
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.2,1.2

[State 4001, 4]
type = Explod
trigger1 = Time = 82;132
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.3,1.3

[State 4001, 4]
type = Explod
trigger1 = Time = 84;134
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.4,1.4

[State 4001, 4]
type = Explod
trigger1 = Time = 86;136
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.5,1.5

[State 4001, 4]
type = Explod
trigger1 = Time = 88;138
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.6,1.6

[State 4001, 4]
type = Explod
trigger1 = Time = 90;140
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.7,1.7

[State 4001, 4]
type = Explod
trigger1 = Time = 92;142
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.8,1.8

[State 4001, 4]
type = Explod
trigger1 = Time = 94;144
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 1.9,1.9

[State 4001, 4]
type = Explod
trigger1 = Time = 96;146
id = 4001 ;10190
anim = 4002 ;10192
pos = 0,0
postype = p1
sprpriority = 1
shadow = 100,100,100
scale = 2,2


;sky
[State 0, Explod]
type = Explod
trigger1 = time = 100
anim = 30202
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 0
supermove
pausemove
sprpriority = 15

;bg
[State 0, Explod]
type = Explod
trigger1 = time = 100
anim = 30203
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 0
supermove
pausemove
sprpriority = 16

;pelvis
[State 0, Explod]
type = Explod
trigger1 = time = 150
anim = 30201
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 0
supermove
pausemove
sprpriority = 17

;torso
[State 0, Explod]
type = Explod
trigger1 = time = 150
anim = 30204
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 0
supermove
pausemove
sprpriority = 18

;arms
[State 0, Explod]
type = Explod
trigger1 = time = 150
anim = 30205
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 0
supermove
pausemove
sprpriority = 19

;floor
[State 0, Explod]
type = Explod
trigger1 = time = 100
anim = 30200
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1 ;84
ontop = 0
supermove
pausemove
sprpriority = 20

[state 181, No Life Bar]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 181, Round Not Over Yet]
type = AssertSpecial
trigger1 = time < 500
flag = RoundNotOver

[State 181, Not Hit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1




;-----------------------------------------------------------------------------
;Super Jump
[Statedef 7000]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 7000, VarSet]
type = VarSet
trigger1 = Time = 0
v = 13
value = 0

[State 7000, VarSet]
type = VarSet
trigger1 = command = "holdfwd"
v = 13
value = 1

[State 7000, VarSet]
type = VarSet
trigger1 = command = "holdback"
v = 13
value = -1

[State 7000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 7001
ctrl = 1

;-----------------------------------------------------------------------------
;Super Jump
[Statedef 7001]
type = A
physics = A
ctrl = 1
anim = 41
velset = 0,-15.3

[State 7001, VelAdd]
type = VelAdd
triggerall = Vel X >= -2
trigger1 = command = "holdback"
trigger1 = Anim != 43
x = -0.1

[State 7001, VelAdd]
type = VelAdd
triggerall = Vel X <= 2.5
trigger1 = command = "holdfwd"
trigger1 = Anim != 42
x = 0.25

[State 7001, VelSet]
type = VelSet
trigger1 = Anim = 42
trigger1 = Time = [0,5]
x = 4

[State 7001, VelSet]
type = VelSet
trigger1 = Anim = 43
trigger1 = Time = [0,5]
x = -3.5

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(13) = 0
trigger1 = Time = [0,4]
value = 700; 41

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(13) = 1
trigger1 = Time = [0,4]
value = 700; 42

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(13) = -1
trigger1 = Time = [0,4]
value = 700; 43

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = time = 20
value = 44

[State 7001, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 9999,5

[State 7001, Super Jump FX]
type = Explod
trigger1 = Time = 0
ID = 474
anim = 9995
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 2
scale = .5,.5

[State 7001, Ground Circle]
type = Explod
trigger1 = Time = 0
ID = 474
anim = 9006
postype = p1
pos = -7, 20
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 2
scale = 2, 2

[State 7001, Var]
type = VarSet
trigger1 = Time = 0
v = 12
value = 1

;-----------------------------------------------------------------------------
;Super Jump
[Statedef 7002]
type    = A
physics = A
ctrl = 1

[State 7002, Vel]
type = VelAdd
triggerall = Vel X >= -2
trigger1 = command = "holdback"
trigger1 = Anim != 43
x = -0.1

[State 7002, Vel]
type = VelAdd
triggerall = Vel X <= 2.5
trigger1 = command = "holdfwd"
trigger1 = Anim != 42
x = 0.25

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


;------------------------------------------
; Freeze
[Statedef 7990]
type = S
movetype= U
physics = N
velset = 0,0

[State 7990, Varset]
type = null;Varset
trigger1 = time = 0
V = 27
Value = Anim

[State 7990, anim]
type = Changeanim
trigger1 = time != 0
value = anim;Var(27)

[State 7990, color]
type = palFX
trigger1 = time != 0
add = 50,175,255
mul = 60, 180, 200
time = 7

[State 7990, SelfState]
type = SelfState
trigger1 = time = 100
trigger1 = Pos Y > -1
value = 0
ctrl = 1

[State 7990, End]
type = ChangeState
trigger1 = time = 100
trigger1 = Pos Y < 0
value = 7991

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

[Statedef 7991]
type    = S
movetype= H
physics = N
velset = 0,2
ctrl = 0
anim = 5070

[State 7991, 0]
type = Veladd
trigger1 = Pos Y < 0
Y = .75

[State 7991, 1]
type = Velset
trigger1 = Pos Y > 0
Y = 0

[State 7991, 2]
type = Posset
trigger1 = Pos Y > 0
trigger1 = Vel Y = 0
Y = 0

[State 7991, 3]
type = SelfState
trigger1 = vel Y = 0
trigger1 = Pos Y = 0
value = 5100
ctrl = 1


;;;character transformation code
[Statedef 8874]
     
    [State 8874, OHNOES!]  ; You really don't want to see this helper do you?
    type = assertspecial
    trigger1 = time
    flag = invisible
    persistent = 1
     
    [state 8874, INIT] ; Initialize the transformation variable
    type = varset
    trigger1 = time = 0
    v = 40
    value = 0
     
    [State 8874, Change] ; This sctrl can be modified as appropriate
    type = varset
    triggerall = root, animelemtime(5) = 0  ; Halfway through the transformation anim in this case
    trigger1 = root, anim = 3100    ; Suppose the anim for transforming is 1000
    trigger2 = root, anim = 14000  ; Transforming back is anim 11000 in this case
    v = 40
    value = ifelse(root,anim=3100,1,0) ;1 = Transformed, 0 = not
;;;;;;;;;;;;;;;;;;;;;;;;;;character transformation code end


;===========================================================================
;Statedef -2, States that are always executed
;===========================================================================
[Statedef -2]

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "var(2)=%d, var(1)=%d, var(50)=%d, var(59)=%d, p2bodydist y=%d"
params = var(23), var(1), var(50), var(59), floor(p2bodydist y)



;;;character transformation
[State -2, Transform Helper]
type = Helper
trigger1 = numhelper(8874) = 0
name = "AmITransformed?"
ID = 8874
pos = 9999,-9999
stateno = 8874
     
[State -2, Transform Helper]
type = Changeanim
triggerall = helper(8874),var(40) > 0
trigger1 = anim = [0,9999]
value = anim + helper(8874),var(40)*10000
;;;;;;;;;;;character transformation end

[State -2, Debug Info]
type = DisplayToClipboard
trigger1 = roundstate > 0
text = "AI = %d, Super Jump = %d, SJ Direction = %d, Dampener = %f"
params = var(59), var(12), var(13), fVar(10)

[State -2, Air Recovery]
type = PosAdd
trigger1 = Stateno = [5030, 5040]
trigger1 = (anim = 5040) && (AnimElem = 1, < 2)
y = -20
persistent = 0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != [3000,4999]
id = 7021
ignorehitpause = 1
persistent = 1

[State -2, AfterImagePersist]
type=afterimagetime
trigger1 = stateno = [3000,4999]
time=2

[State -2, Hyper Combo Finish]
type = Explod
triggerall = numexplod(32715) = 0
triggerall = roundstate < 4
triggerall = stateno = [3000,4999]
trigger1 = p2life = 0
anim = 32715
ID = 32715
pos = 0,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 9999
supermovetime = 9999
scale = .5,.5
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State -2, Get Hit Sound]
type = PlaySnd
triggerall = Time = 1
triggerall = Life
triggerall = random % 10 > 5
trigger1 = stateno = 5000 || stateno = 5020
trigger1 = anim != 5000 && anim != 5010
trigger2 = stateno = 5010
trigger2 = anim != 5020
value = 11,1
channel = 0
ignorehitpause = 1
volume = 255

[State -2, Get Hit Sound]
type = PlaySnd
triggerall = Time = 1
triggerall = Life
triggerall = random % 10 > 5
trigger1 = stateno = 5000 || stateno = 5020
trigger1 = anim != 5000 && anim != 5010
trigger2 = stateno = 5010
trigger2 = anim != 5020
value = 11,2
channel = 0
ignorehitpause = 1
volume = 255

;;;Code part for the healing - start
[State 0, VarAdd] ; limite do hfactor passivo
type = VarAdd
triggerall = stateno != [120,159]
triggerall = stateno != [5000,5999]
;triggerall = stateno != 7730
triggerall = life < 1500
triggerall = life > 100
triggerall = var(10) < 300
trigger1 = timemod = 20,0
v =  10   ;fv =
value = 1

[State 0, LifeAdd]  ;hfactor passivo
type = LifeAdd
triggerall = stateno != [120,159]
triggerall = stateno != [5000,5999]
;triggerall = stateno != 7730
triggerall = life < 1500
triggerall = life > 100
triggerall = var(10) < 300
trigger1 = timemod = 60,0
value = 1

[State 0, LifeAdd]  ;hyper do hfactor
type = LifeAdd
triggerall = life < 1500
triggerall = life > 49
triggerall = numexplod(3701) > 0
trigger1 = timemod = 4,0
value = 1



[State 0, VarAdd] ; limite do hfactor passivo
type = VarAdd
triggerall = stateno != [120,159]
triggerall = stateno != [5000,5999]
triggerall = life < 1000
triggerall = life > 49
triggerall = var(10) < 300
trigger1 = timemod = 20,0
v =  10   ;fv =
value = 1
;ignorehitpause =
;persistent =
;;;;Code part for the healing - end


; Combo Messages and Score control =====================================
;>3 Yes
;>4 Good
;>5 Great
;>7 Very Good
;>9 Wonderful
;>11 Fantastic
;>14 Monster
;>20 Marvelous

;[State -2, VS_Combo]
;type = VarSet
;trigger1 = var(8) >= 3
;trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
;var(9) = 1+(var(8)>3)+(var(8)>4)+(var(8)>6)+(var(8)>8)+(var(8)>10)+(var(8)>13)+(var(8)>19)-(var(8)=-1)
;ignorehitpause = 1

;[State -2, Danger]
;type = VarSet
;trigger1 = var(10) !=1 && roundstate=2 && life = [1,250]
;var(9) = 9
;ignorehitpause = 1

;[State -2, First Attack]
;type = PlaySnd
;triggerall = var(8)=-1
;triggerall = NumExplod(8701) = 0
;trigger1 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
;persistent = 0
;value = 230,0
;volume=255
;ignorehitpause = 1

;[State -2, Combo Sound]
;type = PlaySnd
;trigger1 = NumExplod(8701) = 0
;trigger1 = var(8)=0 && var(9)!=0
;persistent = 0;1
;value = 230,var(9)
;volume=255
;ignorehitpause = 1

;[State -2, Left]
;type = explod
;trigger1 = var(8)=0 && var(9)!=0
;trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
;triggerall = TeamSide = 1 && NumExplod(8701) = 0
;anim = (8000 + var(9))
;ID = 8701
;postype = left
;pos = 0,80
;ontop = 1
;bindtime = -1
;removetime = 60
;supermovetime = 60
;pausemovetime = 60
;scale = 0.5,0.5
;persistent = 0
;ignorehitpause = 1

;[State -2, Right]
;type = explod
;trigger1 = var(8)=0 && var(9)!=0
;trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
;triggerall = TeamSide = 2 && NumExplod(8701) = 0
;anim = (8100+ var(9))
;ID = 8701
;postype = right
;pos = 0,80
;ontop = 1
;bindtime = -1
;removetime = 60
;supermovetime = 60
;pausemovetime = 60
;scale = 0.5,0.5
;persistent = 0;1
;ignorehitpause = 1

;[State -2, VS_Combo]
;type = VarAdd
;trigger1 = enemynear, time = 0
;trigger1 = enemynear, Hitshakeover = 0
;trigger1 = p2stateno = 6300 || p2stateno = [5000,5899]
;trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
;var(8) = 1 + (var(8)=-1)
;ignorehitpause = 1

;[State -2, VS_Combo]
;type = VarSet
;trigger1 = var(8)!=-1 && (p2movetype!=H || enemynear, ctrl)
;trigger2 = var(8)=-1 && stateno = [5000,5899]
;var(8) = 0 - (roundstate<2)
;ignorehitpause = 1

;[State -2, VS_Combo]
;type = VarSet
;triggerall = numexplod(8701)!=0
;trigger1 = var(8)=0
;var(9) = 0
;ignorehitpause = 1

;[State -2, Score]
;type = Varadd
;trigger1 = enemynear, time=0
;trigger1 = enemynear, Hitshakeover=0
;trigger1 = moveguarded || p2stateno = 6300 || p2stateno = [5000,5899]
;trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
;trigger3 = roundstate=4 && time=0 && stateno = [180,189]
;var(11) = ceil(stateno/50)*var(8) + (life)*(roundstate=4) + (moveguarded)
;ignorehitpause = 1

;[State -2, Normalize Score]
;type = Varset
;triggerall = numpartner=1
;trigger1 = var(11)< partner, var(11)
;var(11) = partner, var(11)

;[State -2, Is Danger]
;type = VarSet
;trigger2 = var(10) = 0 && life <= 250
;trigger1 = var(10) = 1 && roundstate!=2
;var(10) = (roundstate>1)
;ignorehitpause = 1

;[State -2, Is First Attack p3]
;type = VarSet
;triggerall = numpartner=1
;trigger1 = partner, movehit
;trigger1 = partner, var(8) != -1
;var(8) = 0
;ignorehitpause = 1

;[State -2, Finish]
;type = PlaySnd
;triggerall = numexplod(8580) = 0
;triggerall = roundstate = 2 && p2life = 0
;trigger1 = (movehit) && (p2stateno = 8000 || p2stateno = [5000,5899])
;trigger2 = (numproj > 0) && (p2stateno = 8000 || p2stateno = [5000,5899])
;trigger3 = (numhelper(3001) >= 1) && (p2stateno = 8000 || p2stateno = [5000,5899])
;persistent = 0
;value = f8560, 0
;volume = 255
;ignorehitpause = 1

;[State -2, Left]
;type = explod
;triggerall = teamside = 2 && numexplod(8580) = 0
;triggerall = roundstate = 2 && p2life = 0
;trigger1 = (movehit) && (p2stateno = 8000 || p2stateno = [5000,5899])
;trigger2 = (numproj > 0) && (p2stateno = 8000 || p2stateno = [5000,5899])
;trigger3 = (numhelper(3001) >= 1) && (p2stateno = 8000 || p2stateno = [5000,5899])
;anim = f221
;ID = 8580
;postype = left
;pos = 0,100
;ontop = 1
;bindtime = -1
;removetime = 60
;supermovetime = 60
;pausemovetime = 60
;scale = 0.5,0.5
;persistent = 0
;ignorehitpause = 1

;[State -2, Right]
;type = explod
;triggerall = teamside = 1 && numexplod(8580) = 0
;triggerall = roundstate = 2 && p2life = 0
;trigger1 = (movehit) && (p2stateno = 8000 || p2stateno = [5000,5899])
;trigger2 = (numproj > 0) && (p2stateno = 8000 || p2stateno = [5000,5899])
;trigger3 = (numhelper(3001) >= 1) && (p2stateno = 8000 || p2stateno = [5000,5899])
;anim = f222
;ID = 8580
;postype = right
;pos = -9,100;130;82
;ontop = 1
;bindtime = -1
;removetime = 60
;supermovetime = 60;90
;pausemovetime = 60;90
;scale = 0.5,0.5
;persistent = 0;1
;ignorehitpause = 1

;======== Hero Mode Level 1=========
;This code is used for the full game release.
[State -2, PalFX]
type = null;EoH;PalFX
triggerall = stateno != [3000,4999]
triggerall = roundstate = 2
trigger1 = power < 2000
trigger1 = power >= 1000
trigger1 = (GameTime%50)=0
time = 20
add = 0,0,50
color = 128
sinadd = 0,0,100,40
ignorehitpause = 1

[State -2, Set Powered Up Attack]
type = null;EoH;AttackMulSet
trigger1 = power < 2000
trigger1 =  power >= 1000
trigger2 = hitdefattr = SCA,HA,HT,HP
trigger2 = power < 1000
value = 1.1

[State -2, DefenceMulSet]
type = null;EoH;DefenceMulSet
trigger1 = power < 2000
trigger1 =  power >= 1000
value = 1.1

;======== Hero Mode Level 2=========
;This code is used for the full game release.
[State -2, PalFX]
type = null;EoH;PalFX
triggerall = stateno != [3000,4999]
triggerall = roundstate = 2
trigger1 = power < 3000
trigger1 = power >= 2000
trigger1 = (GameTime%50)=0
time = 20
add = 0,50,0
color = 128
sinadd = 0,100,0,40
ignorehitpause = 1

[State -2, Set Powered Up Attack]
type = null;EoH;AttackMulSet
trigger1 = power < 3000
trigger1 =  power >= 2000
trigger2 = hitdefattr = SCA,HA,HT,HP
trigger2 = power < 2000
trigger2 =  power >= 1000
value = 1.2

[State -2, DefenceMulSet]
type = null;EoH;DefenceMulSet
trigger1 = power < 3000
trigger1 =  power >= 2000
value = 1.2

;======== Hero Mode Level 3=========
;This code is used for the full game release.
[State -2, PalFX]
type = null;EoH;PalFX
triggerall = stateno != [3000,4999]
triggerall = roundstate = 2
trigger1 = power >= 3000
trigger1 = (GameTime%50)=0
time = 20
add = 50,0,0
color = 128
sinadd = 100,0,0,40
ignorehitpause = 1

[State -2, Set Powered Up Attack]
type = null;EoH;AttackMulSet
trigger1 =  power >= 3000
trigger2 = hitdefattr = SCA,HA,HT,HP
trigger2 =  power >= 2000
value = 1.3

[State -2, DefenceMulSet]
type = null;EoH;DefenceMulSet
trigger1 =  power >= 3000
value = 1.3

[State -2, Set Powered Up Attack]
type = null;EoH;AttackMulSet
trigger1 =  power < 1000
value = 1

;Damage Dampener ==================================================
;The damage dampener exists for public release of a character. In general
;since the MvC style characters can chain more attacks together it's
;easier to defeat other "normal" mugen characters. This damage dampener
;esists to help mitigate this issue. This dampener will be disables for the
;1.0 full release of SMvC - EoH.

[State -2, Damage based on hits]
type=varset
trigger1= numenemy
fvar(12)= enemynear,gethitvar(hitcount)
ignorehitpause=1

[State -2, Reset var when the opponent recovers]
type=varset
trigger1= numenemy
trigger1= (enemynear,movetype!=H)
trigger2= !numenemy
fvar(12)=0

[State -2, Dampener]
type=varset
trigger1=1
fvar(10)= ifelse(fvar(12)<9,ifelse(fvar(12)=0, 1, ifelse(fvar(12)=1, .9, .86**fvar(12))),.25)
ignorehitpause=1

[State -2, Dampener itself]
type=attackmulset
trigger1= 1
value= fvar(10)
ignorehitpause=1


;===========================================================================
;Statedef -3, States that are executed while in self state
;===========================================================================
[Statedef -3]

[State -3, Land Circle]
type = Explod
trigger1 = Stateno = 52 && time = 1
anim = 8510
ID = 8510
postype = P1
pos = -12,4
sprpriority = -1
ownpal = 1
scale = 1.4, 1.2

[State -3, Land Sound]
type = PlaySnd
trigger1 = StateNo = 52 && Time = 1
value = 8100,0

[State -3, Super Jump]
type = VarSet
trigger1 = Statetype != A
v = 12
value = 0

[State -3, Control Set]
type = ctrlset
trigger1 = roundstate = 4
value = 0

;;;new
[State -3, VarSet]
type = VarSet
trigger1 = Life <= 0
v = 50
value = 1
;;;;;;;


;Shake when landing
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106
value = S0,11

[State -3, Landing Wave]
type = Explod
triggerall = time = 1
trigger1 = stateno = 52
trigger2 = stateno = 106
anim = 197 ;6020
postype = p1
pos = -30,5 ;-20, 0
bindtime = 1
removetime = -2
sprpriority = -2
ownpal = 1

[State -3, Shake on Land]
type = EnvShake
triggerall = time = 1
trigger1 = StateNo = 52
trigger2 = stateno = 106
time = 10
freq = 10
amp = -3


;===========================================================================
;Over-ride States
;===========================================================================

;---------------------------------------------------------------------------
; Air get-hit (falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, Const720p(4), Const720p(-8))
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = null;ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= Const(movement.air.gethit.groundrecover.ground.threshold)
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;Air get-hit (fall recovery on ground)

[State 5050, 5]; Recover in mid air
type = null;ChangeState
triggerall = Vel Y > Const(movement.air.gethit.airrecover.threshold)
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;Air get-hit (fall recovery in air)

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, Const(movement.air.gethit.groundlevel))
value = 5100 ;Downed get-hit (hit ground from fall)

