;Nice Blood splat A
[Statedef 6000]
type    = S
movetype= I
juggle  = 0
anim = 6002
velset = 0, 4.4
ctrl = 0

[State 6000, 1]
type = VarRandom
trigger1 = time = 0
v = 11
range = 1, 100

[State 6000, 2]
type = Velset
trigger1 = time = 1
trigger1 = Var(11) = [1, 24]
X = -.1

[State 6000, 2.5]
type = Velset
trigger1 = time = 1
trigger1 = Var(11) = [25, 49]
X = -.2

[State 6000, 3]
type = Velset
trigger1 = time = 1
trigger1 = Var(11) = [50, 74]
X = -.5

[State 6000, 3.5]
type = Velset
trigger1 = time = 1
trigger1 = Var(11) = [75, 100]
X = -1

[State 6000, 4]
type = Veladd
trigger1 = time = [1, 10]
X = -.05

[State 6000, 5]
type = Changestate
trigger1 = Pos Y > 0
value = 6001
;------------------------------------------------------------------------
;Nice Blood splat A lands
[Statedef 6001]
type    = S
movetype= I
juggle  = 0
anim = 6003
velset = 0,0
ctrl = 0

[State 6001, 0.5]
type = Playsnd
trigger1 = time = 0
value = 5, 5

[State 6001, 1]
type = Destroyself
trigger1 = animtime = 0
;------------------------------------------------------------------------
;Nice Blood splat A2
[Statedef 6002]
type    = S
movetype= I
juggle  = 0
anim = 6000
velset = 0, 4.4
ctrl = 0

[State 6002, 1]
type = VarRandom
trigger1 = time = 0
v = 11
range = 1, 100


[State 6002, 2]
type = Velset
trigger1 = time = 1
trigger1 = Var(11) = [1, 24]
X = .1

[State 6002, 2.5]
type = Velset
trigger1 = time = 1
trigger1 = Var(11) = [25, 49]
X = .2

[State 6002, 3]
type = Velset
trigger1 = time = 1
trigger1 = Var(11) = [50, 74]
X = .5

[State 6002, 3.5]
type = Velset
trigger1 = time = 1
trigger1 = Var(11) = [75, 100]
X = 1

[State 6002, 4]
type = Veladd
trigger1 = time = [1, 10]
X = .05


[State 6002, 5]
type = Changestate
trigger1 = Pos Y > 0
value = 6003
;------------------------------------------------------------------------
;Nice Blood splat A2 lands
[Statedef 6003]
type    = S
movetype= I
juggle  = 0
anim = 6001
velset = 0,0
ctrl = 0

[State 6003, 0.5]
type = Playsnd
trigger1 = time = 0
value = 5, 6

[State 6003, 1]
type = Destroyself
trigger1 = animtime = 0
;------------------------------------------------------------------------
;------------------------------------------------------------------------
;Fatality A Spurt
[Statedef 6010]
type    = S
movetype= I
juggle  = 0
anim = 6010
velset = 0,0
ctrl = 0

[State 6010, 0.5]
type = Targetbind
trigger1 = time = [0, 2000]
pos = 0,0

[State 6010, 1]
type = Playsnd
trigger1 = animelem = 2
value = 5,9

[State 6010, 2]
type = DestroySelf
trigger1 = time = 160
;------------------------------------------------------------------------
;High Punch Blood
[Statedef 6015]
type    = S
movetype= A
juggle  = 0
anim = 6015
velset = 0, 0
ctrl = 0

[State 6015, 1]
type = bindtotarget
trigger1 = time = 0
pos = 0,0,head

[State 6015, 2]
type = Helper
trigger1 = animtime = 0
stateno = 6002
name = "Blood"
pos = 60, 20
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1

[State 6015, 3]
type = DestroySelf
trigger1 = animtime = 0
;=========================================================================
;-------------------------------------------------------------------------
;High Kick Blood
[Statedef 6020]
type    = S
movetype= A
juggle  = 0
anim = 6020
velset = 0, 0
ctrl = 0

[State 6020, .5]
type = bindtotarget
trigger1 = time = 0
time = 1
pos = 0,0,head

[State 6020, 1]
type = Helper
trigger1 = animtime = 0
stateno = 6002
name = "BloodA"
pos = 64, 15
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1

[State 6020, 2]
type = Helper
trigger1 = animtime = 0
stateno = 6002
name = "BloodB"
pos = 94, 43
helpertype = normal
sprpriority = 2
keyctrl = 0
ownpal = 0
under = 1

[State 6020, 3]
type = Helper
trigger1 = animtime = 0
stateno = 6002
name = "BloodC"
pos = 86, 51
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1

[State 6020, 4]
type = Helper
trigger1 = animtime = 0
stateno = 6002
name = "BloodD"
pos = 61, 84
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1

[State 6020, 5]
type = Helper
trigger1 = animtime = 0
stateno = 6002
name = "BloodE"
pos = 40, 42
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1

[State 6020, 7]
type = DestroySelf
trigger1 = animtime = 0
;========================================================================
;-------------------------------------------------------------------------
;HARPOON
[Statedef 6030]
type    = S
movetype= A
juggle  = 0
anim = 6030
velset = 0, 0
ctrl = 0

[State 6030, 1]
type = Helper
trigger1 = animtime = 0
stateno = 6031
name = "BloodA"
pos = -96, 33
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1

[State 6030, 2]
type = Helper
trigger1 = animtime = 0
stateno = 6031
name = "BloodB"
pos = -72, 42
helpertype = normal
sprpriority = 2
keyctrl = 0
ownpal = 0
under = 1

[State 6020, 3]
type = Helper
trigger1 = animtime = 0
stateno = 6031
name = "BloodC"
pos = -61, 40
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1

[State 6020, 4]
type = Helper
trigger1 = animtime = 0
stateno = 6031
name = "BloodD"
pos = -60, 25
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1

[State 6020, 5]
type = Helper
trigger1 = animtime = 0
stateno = 6031
name = "BloodE"
pos = -61, 23
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1

[State 6020, 6.4]
type = Helper
trigger1 = animtime = 0
stateno = 6031
name = "BloodD"
pos = -45, 16
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1

[State 6020, 5]
type = Helper
trigger1 = animtime = 0
stateno = 6031
name = "BloodE"
pos = -54, 18
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1

[State 6020, 7]
type = DestroySelf
trigger1 = animtime = 0
;-------------------------------------------------------------------------
;THE HAPPY BLOOD
[Statedef 6031]
type    = S
movetype= I
juggle  = 0
anim = 6031
velset = 0, 4.8
ctrl = 0

[State 6031, 1]
type = VarRandom
trigger1 = time = 0
v = 11
range = 1, 100


[State 6031, 2]
type = Velset
trigger1 = time = 1
trigger1 = Var(11) = [1, 24]
X = -6.6

[State 6031, 2.5]
type = Velset
trigger1 = time = 1
trigger1 = Var(11) = [25, 49]
X = -7.7

[State 6031, 3]
type = Velset
trigger1 = time = 1
trigger1 = Var(11) = [50, 74]
X = -4.5

[State 6031, 3.5]
type = Velset
trigger1 = time = 1
trigger1 = Var(11) = [75, 100]
X = -3.5

[State 6031, 5]
type = Changestate
trigger1 = Pos Y > 0
value = 6003
;-------------------------------------------------------------------------
;UPPERCUT
[Statedef 6040]
type    = S
movetype= A
juggle  = 0
anim = 6040
velset = 0, 0
ctrl = 0

[State 6040, 1]
type = Helper
trigger1 = animtime = 0
stateno = 6002
name = "BloodA"
pos = 37, -18
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1

[State 6040, 2]
type = Helper
trigger1 = animtime = 0
stateno = 6002
name = "BloodB"
pos = 42, -25
helpertype = normal
sprpriority = 2
keyctrl = 0
ownpal = 0
under = 1

[State 6040, 3]
type = Helper
trigger1 = animtime = 0
stateno = 6002
name = "BloodC"
pos = 58, -51
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1

[State 6040, 4]
type = Helper
trigger1 = animtime = 0
stateno = 6000
name = "BloodD"
pos = -37, -64
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1

[State 6040, 5]
type = Helper
trigger1 = animtime = 0
stateno = 6000
name = "BloodE"
pos = -49, -44
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1

[State 6040, 7]
type = DestroySelf
trigger1 = animtime = 0

;------------------------------------------------------------------------------------------
;Explosion
[Statedef 7000]
type    = S
movetype= I
juggle  = 0
anim = 6100
velset = 0, 0
ctrl = 0

[State 7000, 3]
type = DestroySelf
trigger1 = animtime = 0

;------------------------------------------------------------------------------------------
;Blood Explosion
[Statedef 7010]
type    = S
movetype= I
juggle  = 0
anim = 6041
ctrl = 0
sprpriority = 7
ontop = 1

[State 7010, 1]
type = Playsnd
trigger1 = animtime = 0
value = 5,9

[State 7010, 2]
type = DestroySelf
trigger1 = animtime = 0

;------------------------------------------------------------------------------------------
;Fatality2 Blood Explosion
[Statedef 7020]
type    = S
movetype= I
juggle  = 0
anim = 6041
ctrl = 0
pos = 0,-65
sprpriority = 7
ontop = 1

[State 7020, 6.4]
type = Helper
trigger1 = 1
stateno = 7010
name = "Blood Explosion"
pos = 0,-85
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1

[State 7040, 2]
type = DestroySelf
trigger1 = animtime = 0

;------------------------------------------------------------------------------------------
;Flawless Victory Text
[Statedef 7040]
type    = S
movetype= I
juggle  = 0
anim = 7040
ctrl = 0
sprpriority = 7
ontop = 1


[State 7090, 1]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

[State 7040, 1]
type = Playsnd
trigger1 = time = 140
value = 190,1

[State 7040, 2]
type = DestroySelf
trigger1 = animtime = 0
;------------------------------------------------------------------------------------------
;Fatality Text
[Statedef 7050]
type    = S
movetype= I
juggle  = 0
anim = 7050
ctrl = 0
sprpriority = 7
ontop = 1

[State 7050, 1]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover

[State 7050, 1]
type = Playsnd
trigger1 = time = 240
value = 3000,1

[State 7050, 2]
type = DestroySelf
trigger1 = Time = 2000
;------------------------------------------------------------------------------------------
;Friendship Text
[Statedef 7060]
type    = S
movetype= I
juggle  = 0
anim = 7060
ctrl = 0
sprpriority = 7
ontop = 1

[State 7050, 1]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover

[State 7050, 1]
type = Playsnd
trigger1 = time = 240
value = 3300,2

[State 7060, 2]
type = DestroySelf
trigger1 = Time = 2000

;------------------------------------------------------------------------------------------
;Friendship - RoboDog
[Statedef 7061]
type    = S
movetype= A
juggle  = 1
anim = 3302
ctrl = 0
sprpriority = 3
ontop = 1

[State 7061, 1]
type = AssertSpecial
trigger1 = time = [0,5000]
flag = nokosnd
flag2 = nokoslow

[State 7061, 1]
type = Velset
trigger1 = time = 5
X = 7

[State 7061, 2]
type = HitDef 
trigger1 = P2Life >=1
damage = 9999
offset = 0,0
velocity = 0
attr = S, SP 
animtype = Up
guardflag = MA 
hitflag = MAFP 
hit.pausetime = 15,15
guardsound = 6,0 
sparkno = -1
sparkxy = 0,-75 
ground.type = High 
ground.slidetime = 20 
ground.hittime = 20 
ground.velocity = 0, -10
air.animtype = hard 
air.velocity = 0,-10 
air.juggle = 3 
down.velocity = 0,-10 
down.hittime = 30 
down.bounce = 0
kill = 1
fall = 1

[State 7061, 2]
type = DestroySelf
trigger1 = Time = 100000
;------------------------------------------------------------------------------------------
;Babality Text
[Statedef 7070]
type    = S
movetype= I
juggle  = 0
anim = 7070
ctrl = 0
sprpriority = 7
ontop = 1

[State 7070, 1]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

[State 7070, 1]
type = Playsnd
trigger1 = time = 240
value = 3200,0

[State 7070, 2]
type = DestroySelf
trigger1 = Time = 2000

;------------------------------------------------------------------------------------------
;Babality - Standard
[Statedef 46460]
type    = S
movetype= I
juggle  = 0
anim = 3200
ctrl = 0
sprpriority = 7
ontop = 1

[State 46460, 1]
type = Velset
trigger1 = time = 20
X = -.2

[State 46460, 2]
type = DestroySelf
trigger1 = Time = 100000
;trigger2 = animelem = 1
trigger2 = p2dist y = 9000
;------------------------------------------------------------------------------------------
;Babality - Sektor
[Statedef 46464]
type    = S
movetype= I
juggle  = 0
anim = 46464
ctrl = 0
sprpriority = 7
ontop = 1

[State 46464, 2]
type = DestroySelf
trigger1 = Time = 100000
;------------------------------------------------------------------------------------------
;Animality Text
[Statedef 7080]
type    = S
movetype= I
juggle  = 0
anim = 7080
ctrl = 0
sprpriority = 7
ontop = 1

[State 7080, 1]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover

[State 7080, 1]
type = Playsnd
trigger1 = time = 240
value = 3500,0

[State 7080, 2]
type = DestroySelf
trigger1 = Time = 2000
;------------------------------------------------------------------------------------------
;Mercy Text
[Statedef 7085]
type    = S
movetype= A
juggle  = 0
anim = 7085
ctrl = 0
sprpriority = 7
ontop = 1

[State 7085, 1]
type = Playsnd
trigger1 = time = 10
value = 3400,0

[State 7085, 2]
type = HitDef 
trigger1 = p2life <=5
trigger1 = Var(54)=0
trigger1 = movehit = 0
p2stateno = 3401
damage = 0
attr = S, SP 
animtype = hard
guardflag = MA 
hitflag = MAFP 
;hitsound = S3400,0
hit.pausetime = 15,15
guardsound = 6,0 
sparkno = -1
sparkxy = 0,-75 
ground.type = High 
ground.slidetime = 20 
ground.hittime = 20 
ground.velocity = 0, -10
air.animtype = hard 
air.velocity = 0,-10 
air.juggle = 3 
down.velocity = 0,-10 
down.hittime = 30 
down.bounce = 0

[State 7085, 3]
type = VarSet
trigger1 = movehit = 1
v = 54
value = 1

[State 7085, 2]
type = DestroySelf
trigger1 = movehit = 1
trigger2 = animtime = 0
;------------------------------------------------------------------------------------------
;Brutality Text
[Statedef 7090]
type    = S
movetype= I
juggle  = 0
anim = 7090
ctrl = 0
sprpriority = 7
ontop = 1

[State 7090, 1]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover

[State 7090, 1]
type = Playsnd
trigger1 = time = 240
value = 3600,0

[State 7090, 2]
type = DestroySelf
trigger1 = Time = 2000

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