; TheExten Files

;--------------------Variaveis-----------------
;7 blood Fury
;8 p2life
;46 Super Arm9550or


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


[Data]
life = 1000
attack = 40
defence = 95
fall.defence_up = 5000;50
liedown.time = 60
airjuggle = 15
sparkno = 2
power = 3000
guard.sparkno = 40
KO.echo = 0
volume = 0
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = .77 ;1          ;Horizontal scaling factor.
yscale = .76;1          ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 16    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 80	     ;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 = -5, -110   ;Approximate position of head
mid.pos = -5, -60    ;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  = 2.4      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 4.6, 0 ;Run forward (x, y)
run.back = -4.6,-3.8 ;Hop backward (x, y)
jump.neu = 0,-9.5    ;Neutral jumping velocity (x, y)
jump.back = -3.7    ;Jump back Speed (x, y)
jump.fwd = 3.7       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 40  ;Minimum distance from ground before you can air jump (opt)
yaccel = .50         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

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



;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

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

[State 180, 1]
type = ChangeState
trigger1 = random < 450
value = 181

;[State 180, 1]
;type = ChangeState
;trigger1 = random > 450
;value = 182

[State 180, 1]
type = ChangeState
trigger1 = random > 450
trigger1 = palno != 8
value = 183

;---------------------------------------------------------------------------
; Win pose 1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, finalizasom]
type = stopsnd
trigger1 = time = 0
channel = -1

[State 181, voz]
type = PlaySnd
trigger1 = AnimElem = 2
value = 90,2
channel = 1

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

;---------------------------------------------------------------------------
; Win pose 2
[Statedef 182]      ;off :)
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 181, finalizasom]
type = stopsnd
trigger1 = time = 0
channel = -1

[State 182, voz]
type = PlaySnd
trigger1 = AnimElem = 4
value = 90,0
channel = 1

[State 182, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win pose 3
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,-2

[State 183, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0, 0
ignorehitpause = 0
persistent = 1

[State 181, finalizasom]
type = stopsnd
trigger1 = time = 0
channel = -1

[State 183, voz]
type = PlaySnd
trigger1 = AnimElem = 2
value = 90,1
channel = 1

[State 183, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
 ;Introduction
[Statedef 191]
type = S
ctrl = 0
anim = 190
poweradd = 1000
velset = 0,0

;[State 191, 1] ;Freeze animation until PreIntro is over
;type = ChangeAnim
;trigger1 = RoundState = 0
;value = 190

[State 191, Second Intro]
type = ChangeState
triggerall = time = 0
trigger1 = RoundState = 0 ;random < 500
value = 192

;[State 191, 2] ;Assert this until you want "round 1, fight" to begin
;type = AssertSpecial
;trigger1 = 1
;flag = Intro

;[State 191, invisible jet]
;type = Explod
;trigger1 = 1
;trigger1 = palno != 8 && palno != 9
;persistent = 0
;anim = 192
;sprpriority = -2
;pos = -190, -195
;postype = p1
;vel = 0, -1
;scale = .7,.7
;bindtime = 1
;ignorehitpause = 1

;[State 191, 3]
;type = PlaySnd
;trigger1 = time = 1 ;AnimElem = 1
;trigger1 = palno != 8 && palno != 9
;value = 100,0
;channel = 4

;[State 191, voz]
;type = PlaySnd
;trigger1 = AnimElem = 4
;value = 80,2
;channel = 1

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

;---------------------------------------------------------------------------
 ;Second Introduction
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 192, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 192, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, voz]
type = PlaySnd
trigger1 = AnimElem = 2
value = 80,0
channel = 1

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




; INTRO pose 3
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,2

[State 193, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0, 0
ignorehitpause = 0
persistent = 1

[State 193, PosSet]
type = PosSet
trigger1 =  time = 0
y = -200
;ignorehitpause =
;persistent =


[State 191, finalizasom]
type = stopsnd
trigger1 = time = 0
channel = -1

[State 193, voz]
type = PlaySnd
trigger1 = AnimElem = 2
value = 90,1
channel = 1

[State 193, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 193, 3] ;Change to stand state
type = ChangeState
trigger1 =  Pos Y >= 0

value = 0


;---------------------------------------------------------------------------
; Taunt

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

;[State 195, voz]
;type = PlaySnd
;trigger1 = AnimElem = 1
;value = 85,0
;channel = 1

;[State 195, 1]
;type = CtrlSet
;trigger1 = Time = 40
;value = 1

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

;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
;anim = 200                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set layering priority to 2 (in front)
facep2 = 1


[State 200, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 200
ctrl = 1



[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 25, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
getpower = ifelse (var(27),30,10)      ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = -1                      ;Spark anim no (Def: set above)
guard.sparkno = S902
sparkxy = -10, -76               ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = S5, 6                  ;Sound to play on hit
guardsound = S7, 1                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = -2             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
                                 ;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air


[State 200, spark]
type = Explod 
trigger1 = movehit
persistent = 0
anim = 901
ownpal = 1
sprpriority = 2
pos = -10, -76
postype = p2
scale = .6,.6
bindtime = 1
ignorehitpause = 1

[State 200, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 50,0
channel = 1

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

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
;anim = 210
sprpriority = -1
facep2 = 1

[State 200, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 210
ctrl = 1

[State 210, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 50,1
channel = 1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = light
damage    = 57
getpower = ifelse (var(27),30,10)
guardflag = MA
pausetime = 5,12
sparkno = S901
guard.sparkno = S902
sparkxy = -10,-70
hitsound   = S5,2
guardsound = S7,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -3,0
air.velocity = -2,-3

[State 210, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
;anim = 220
sprpriority = -1
facep2 = 1

[State 200, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 220
ctrl = 1

[State 220, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 50,2
channel = 1

[State 220, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Heavy
damage    = 74
getpower = ifelse (var(27),40,10)
guardflag = MA
pausetime = 0,7
sparkno = S901
guard.sparkno = S902
sparkxy = -10,-70
hitsound   = S5,3
guardsound = S7,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -8,-5
air.velocity = -9,-4
envshake.time = 7
envshake.ampl = 4
fall.envshake.time = 7
fall.envshake.ampl = -4

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing light kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
;anim = 230
sprpriority = 2
facep2 = 1

[State 230, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 230
ctrl = 1

[State 230, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 50,0
channel = 1

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 0

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 35
getpower = ifelse (var(27),30,10)
guardflag = MA
pausetime = 8,8
sparkno = -1
guard.sparkno = S902
sparkxy = -10,-37
hitsound   = S5,6
guardsound = S7,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 230, spark]
type = Explod 
trigger1 = MoveHit
persistent = 0
anim = 901
sprpriority = 2
pos = -10, -73
postype = p2
scale = .7,.7
bindtime = 1
ignorehitpause = 1

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing medium kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
;anim = 240
sprpriority = 2
facep2 = 1

[State 240, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 240
ctrl = 1

[State 240, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 50,1
channel = 1

[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 67
getpower = ifelse (var(27),30,10)
guardflag = MA
pausetime = 10,10
sparkno = S901
guard.sparkno = S902
sparkxy = -10,-60
hitsound   = S5,2
guardsound = S7,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2

[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing strong kick
; CNS difficulty: easy
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
;anim = 250
sprpriority = 2
facep2 = 1

[State 250, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 250
ctrl = 1

[State 250, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 50,3
channel = 1

[State 250, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 250, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 100
getpower = ifelse (var(27),50,10)
guardflag = MA
pausetime = 12,12
sparkno = S901
guard.sparkno = S902
sparkxy = -10,-60
hitsound   = S5,4
guardsound = S7,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
envshake.time = 7
envshake.ampl = 4
fall.envshake.time = 7
fall.envshake.ampl = -4

[State 250, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Crouching light punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning
;     KFM will get hit instead of trading hits with his opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
;anim = 400
sprpriority = 2
facep2 = 1

[State 400, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 400
ctrl = 1

[State 400, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 50,0
channel = 1

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

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 23
getpower = ifelse (var(27),50,10)
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 8,8
sparkno = -1
guard.sparkno = S902
sparkxy = -10,-42
hitsound   = S5,6
guardsound = S7,1
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3

[State 400, spark]
type = Explod 
trigger1 = MoveHit
persistent = 0
anim = 901
sprpriority = 2
pos = -10, -63
postype = p2
scale = .6,.6
bindtime = 1
ignorehitpause = 1

[State 400, 3]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
;Crouching medium punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
;anim = 410
sprpriority = 2
facep2 = 1

[State 410, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 410
ctrl = 1

[State 410, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 50,1
channel = 1

[State 410, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 37
getpower = ifelse (var(27),50,10)
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 8,10
sparkno = S901
guard.sparkno = S902
sparkxy = -10,-55
hitsound   = S5,2
guardsound = S7,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching strong punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= -70
ctrl = 0
;anim = 420
sprpriority = 2
facep2 = 1

[State 420, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 420
ctrl = 1

[State 420, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 50,2
channel = 1

[State 420, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 420, 2]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 8
attr = C, NA
damage    = 40
getpower = ifelse (var(27),50,10)
animtype  = Up
hitflag = MAF
priority = 4, Hit 
guardflag = MA
pausetime = 12,12
sparkno = S901
guard.sparkno = S902
sparkxy = -10,-55
hitsound   = S5,3
guardsound = S7,1
ground.type = High               
ground.slidetime = 14            
ground.hittime  = 30             
ground.velocity = -0.5,-15.5
airguard.velocity = -3,-3     
air.type = low                  
air.velocity = -1.5,-12.5
air.hittime = 25
fall.recovertime = 40 


[State 420, force]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
attr = C, NA
damage    = 5
animtype  = low
hitflag = MAF
guardflag = M
pausetime = 3,7
sparkno = S901
guard.sparkno = S902
sparkxy = -10,-55
hitsound   = S5,2
guardsound = S7,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4

[State 420, LifeAdd]
type = LifeAdd
triggerall = movecontact
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
value = 3
kill = 0
absolute = 0
;ignorehitpause =
;persistent =



[State 420, 4]
type = ChangeState
trigger1 = Movehit
trigger1 = command = "holdup"
trigger1 = time > 8
trigger1 = time < 12
value = 1045
ctrl = 1

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

;---------------------------------------------------------------------------
;Crouching light kick
; CNS difficulty: easy
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
;anim = 430
sprpriority = 2

[State 430, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 430
ctrl = 1

[State 430, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 50,0
channel = 1

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

[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 30
getpower = ifelse (var(27),50,10)
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 6,6
sparkno = -1
guard.sparkno = S902
sparkxy = -10,-8
hitsound   = S5,6
guardsound = S7,1
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 430, spark]
type = Explod 
trigger1 = MoveHit
persistent = 0
anim = 901
sprpriority = 2
pos = -10, -25
postype = p2
scale = .6,.6
bindtime = 1
ignorehitpause = 1

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching medium kick
; CNS difficulty: easy
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
;anim = 440
sprpriority = 2

[State 440, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 440
ctrl = 1

[State 440, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 50,1
channel = 1

[State 440, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 440, 2]
type = HitDef
trigger1 = animelem = 3
attr = C, NA
damage    = 20
getpower = ifelse (var(27),50,10)
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 3,5
sparkno = S901
guard.sparkno = S902
sparkxy = -10,-8
hitsound   = S5,2
guardsound = S7,1
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 440, 3]
type = HitDef
trigger1 = animelem=4
attr = C, NA
damage    = 40
hitflag = MAFD
guardflag = L
pausetime = 10,10
sparkno = S901
guard.sparkno = S902
sparkxy = -5,-10
hitsound   = S5,4
guardsound = S7,1
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-4
air.velocity = 0,-3
guard.velocity = -5
fall = 1
envshake.time = 7
envshake.ampl = 4
fall.envshake.time = 7
fall.envshake.ampl = -4


[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch Strong Kick
; CNS difficulty: easy
; Description: This move uses "Trip" for the "ground.type" parameter in
;     its HitDef. It's a special type that puts the opponent in a tripped
;     animation as he falls. Also, the hitflag parameter in the HitDef
;     is set to "MAFD". The "D" indicates that a downed opponent can be
;     hit by the attack.
; CNS レベル: 易
; 詳細: 
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
;anim = 450
sprpriority = 2

[State 450, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 450
ctrl = 1

[State 450, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 50,3
channel = 1

[State 450, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 450, 3]
type = HitDef
trigger1 = animelem = 4
attr = C, NA
damage    = 90
getpower = ifelse (var(27),50,10)
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = S901
guard.sparkno = S902
sparkxy = -5,-10
hitsound   = S5,4
guardsound = S7,1
;ground.type = med
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -7,0
air.velocity = 0,-3
guard.velocity = -5
fall = 0


[State 450, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
;anim = 600
sprpriority = 2
facep2 = 1

[State 600, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 600
ctrl = 1

[State 600, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 50,0
channel = 1

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

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 30
guardflag = HA
priority = 3
pausetime = 7,5
sparkno = -1
guard.sparkno = S902
sparkxy = -10,-58
hitsound   = S5,6
guardsound = S7,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -0.5;-1.2,-6

[State 600, spark]
type = Explod 
trigger1 = MoveHit
persistent = 0
anim = 901
sprpriority = 1
pos = -10, -76
postype = p2
scale = .6,.6
bindtime = 1
ignorehitpause = 1

[State 600, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Var(5) = 5000
value = 2001

[State 600, 4]
type = Velset
trigger1 = Time >= 0
trigger1 = Var(5) = 5000
y = 0
x = 0

[State 600, 5]
type = CtrlSet
trigger1 = Time = 17
value = 1

;---------------------------------------------------------------------------
;Jump Medium Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
;anim = 610
sprpriority = 2
facep2 = 1

[State 610, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 610
ctrl = 1

[State 610, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 50,1
channel = 1

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 30
guardflag = HA
priority = 4
pausetime = 7,6
sparkno = S901
guard.sparkno = S902
sparkxy = -10,-55
hitsound   = S5,2
guardsound = S7,1
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -0.5;-2.5,-7

[State 610, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Var(5) = 5000
value = 2001

[State 610, 4]
type = Velset
trigger1 = Time >= 0
trigger1 = Var(5) = 5000
y = 0
x = 0

;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
;anim = 620
sprpriority = 2
facep2 = 1

[State 620, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 620
ctrl = 1

[State 620, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 50,3
channel = 1

[State 620, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 620, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 70
guardflag = HA
priority = 4
pausetime = 5,10
sparkno = S901
guard.sparkno = S902
sparkxy = -10,-55
hitsound   = S5,3
guardsound = S7,1
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,1
ground.fall = 1
air.fall = 1
air.velocity = -5,12
envshake.time = 7
envshake.ampl = 4
fall.envshake.time = 7
fall.envshake.ampl = -4

;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
;anim = 630
sprpriority = 2
facep2 = 1

[State 630, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 630
ctrl = 1

[State 630, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 50,0
channel = 1

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

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 40
guardflag = HA
priority = 3
pausetime = 6,5
sparkno = -1
guard.sparkno = S902
sparkxy = -5,-35
hitsound   = S5,6
guardsound = S7,1
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4,-3
air.velocity = -5,-3

[State 630, spark]
type = Explod 
trigger1 = MoveHit
persistent = 0
anim = 901
sprpriority = 2
pos = -10, -76
postype = p2
scale = .6,.6
bindtime = 1
ignorehitpause = 1

[State 630, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Var(5) = 5000
value = 2001

[State 630, 4]
type = Velset
trigger1 = Time >= 0
trigger1 = Var(5) = 5000
y = 0
x = 0

;---------------------------------------------------------------------------
;Jump Medium Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
;anim = 640
sprpriority = 2
facep2 = 1

[State 640, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 640
ctrl = 1

[State 640, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 50,1
channel = 1

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 60
guardflag = HA
priority = 4
pausetime = 7,6
sparkno = S901
guard.sparkno = S902
sparkxy = -10,-40
hitsound   = S5,2
guardsound = S7,1
animtype = Med
ground.type = High
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -7
air.velocity = -6,0

[State 640, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Var(5) = 5000
value = 2001

[State 640, 4]
type = Velset
trigger1 = Time >= 0
trigger1 = Var(5) = 5000
y = 0
x = 0

;---------------------------------------------------------------------------
;Jump Strong Kick
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
;anim = 650
sprpriority = 2
facep2 = 1

[State 650, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 650
ctrl = 1

[State 650, voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 50,4
channel = 1

[State 650, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 650, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 90
guardflag = HA
priority = 4
pausetime = 15,12
sparkno = S901
guard.sparkno = S902
sparkxy = -10,-40
hitsound   = S5,4
guardsound = S7,1
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -8,-1;-6,-4
envshake.time = 7
envshake.ampl = 4
fall.envshake.time = 7
fall.envshake.ampl = -4


[State 650, 4]
type = HitDef
trigger1 = Time = 0
trigger1 = prevstateno = 640
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 15,10
sparkno = S901
guard.sparkno = S902
sparkxy = -10,-40
hitsound   = S5,4
guardsound = S7,1
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -10,8
air.fall = 1
fall.xvelocity = -5
fall.yvelocity = 0
envshake.time = 7
envshake.ampl = 4
fall.envshake.time = 7
fall.envshake.ampl = -4

[State 650,5]
type = ScreenBound
trigger1 = movehit
trigger1 = prevstateno = 640
value = 0
movecamera = 0, 0
ignorehitpause = 0
persistent = 1

[State 650, 6]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Var(5) = 5000
value = 2001

[State 650, 7]
type = Velset
trigger1 = Time >= 0
trigger1 = Var(5) = 5000
y = 0
x = 0

;---------------------------------------------------------------------------
;Kung Fu Throw - Attempt
; CNS difficulty: medium-advanced
; Description: Throws are not difficult to make, although then can be
;     tedious at times. Throw attempt states have a HitDef of a
;     special format. The key parameters in a throw are p1stateno
;     and p2stateno. If the HitDef successfully connects, then
;     the attacker will change to the state number specified by
;     p1stateno, and the opponent will be change to the state
;     number assigned to p2stateno. The special thing about p2stateno
;     is that the opponent will be temporarily brought into the
;     attacker's state file. In this case, no matter who the
;     opponent is, he will be taken to state 820 of this file (kfm.cns)
;     and remain here until the end of the throw (look at his debug
;     information when he is being thrown; the text changes to yellow
;     to mean that he is in another player's state file).
[Statedef 800]
type    = S
movetype= A
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
physics = S
sprpriority = 2

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents KFM from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1
sparkxy = -5, -73  
hitsound   = S70,1
sprpriority = 1       ;Draw in front of p2
;p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1          ;Force p2 to face KFM
p1stateno = 810       ;On success, KFM changes to state 810
p2stateno = 820       ;If hit, p2 changes to state 820 in KFM's cns
fall = 1              ;Force p2 into falling down

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 810]
type    = A
movetype= A
physics = N
anim = 3105
poweradd = 160
velset = 0,0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1

[State 810, ventojogada]
type = PlaySnd
trigger1 = time = 27
value = 0, 2

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 15, -115

[State 810, Width ]
type = Width
trigger1 = 1
edge = 60,40

;[State 810, 1]
;type = varset
;trigger1 = AnimElemTime(8) > 0
;trigger1 = Timemod = 10,0
;fvar(1) = (pi*Random) / 500 

[State 3200, dano]
type = TargetLifeAdd
trigger1 = time = 26
value = -30

[State 810, State End]
type = ChangeState
trigger1 = time = 30
value = 0
ctrl = 1
;======================================

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

[State 192, b]
type = ScreenBound
trigger1 = 1
value = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1023

[State 1013, a]
type = VelSet
Trigger1 = Time = 22
x = -6
y = 1.5

[State 1013, treme tremis]
type = EnvShake
trigger1 = time = 29
time = 50
ampl = -4

[State 1013, 1]
type = SelfState
Trigger1 = Time = 30
value = 5050

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw - thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
;     falling down onto the ground. The SelfState controller sets the
;     opponent back using to his own state file when he his the ground.
;     Controllers 821,2 and 821,3 allow the opponent to recover by
;     hitting his recovery command when he is falling.
[Statedef 821]
type = A
movetype = H
physics = N
ctrl = 0

[State 821, 2]
type = SelfState
triggerall = time > 10
trigger1 = Pos Y > -1
value = 5100

[State 821, 3]
type = NotHitBy
trigger1 = 1
value2 = SCA
time = 3

;--------------------------------------------------
; Thunder Punch
[Statedef 300]
type    = S
movetype= A
physics = S
poweradd= 50
ctrl = 0
velset = 0
;anim = 300

[State 300, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 302
ctrl = 1

[State 300, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,2

[State 300, etherstrike voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 60,2
channel = 1

[State 300, 1]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = !var(27)
value = 7,2
volume = 280

[State 300, 1]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = var(27)
value = 300,0
volume = 280

[State 300, avan軋ndo som]
type = PlaySnd
trigger1 = AnimElem = 1
value = 7,3
channel = 2

[state 300, white fadeout]
type = BGPalFx
trigger1 = p2life = 0
add = 255,255,255
sinadd = 300,300,300,60
time = 40
ignorehitpause = 1
persistent = 0

[State 300, shake it up baby]
type = EnvShake
trigger1 = animelem = 6
time = 15
ignorehitpause = 1

[State 300, 2]

type = Projectile
trigger1 = AnimElem = 6
projanim = 307
projhitanim = 310
offset = 38,5
velocity = 0
projremovetime = 22
projremove = 0
attr = S, SP
damage    = ifelse (var(27),190,140) ;140,40
getpower = ifelse (var(27),200,10)
guardflag = LA
pausetime = 1,2
sparkno = S900
guard.sparkno = S902
hitsound   = S5,3
guardsound = S7,1
ground.type = Trip
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = -3,-10
air.animtype = Back
air.velocity = -4,-8
air.slidetime = 18
air.juggle = 3
palfx.time = 50
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,10
palfx.invertall = 1
palfx.color = 150
fall = 1






;pausetime = 0,9
;projremovetime = 22
;projremove = 0
;sparkno = S900
;guard.sparkno = S902
;hitsound   = S5,3
;guardsound = S7,1
;ground.type = Trip
;ground.slidetime = 14
;ground.hittime  = 16
;ground.velocity = 0,0;-3,-3
;air.animtype = Back
;air.velocity = 0,0
;air.juggle = 3
;palfx.time = 40
;palfx.mul = 256,256,256
;palfx.sinadd = -80,-80,-80,10
;palfx.add = 100,100,180
;fall = 1


[State 300, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Ground Slan
[Statedef 301]
type    = S
movetype= A
physics = S
poweradd= 70
ctrl = 0
velset = 0
;anim = 300

[State 301, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 301
ctrl = 1

[State 301, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,2

;[State 301, ground Slan voz]
;type = PlaySnd
;trigger1 = AnimElem = 1
;value = 60,2
;channel = 1

[State 301, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 7,2
volume = 280

[State 301, avan軋ndo som]
type = PlaySnd
trigger1 = AnimElem = 4
value = 7,3
channel = 2

[state 301, white fadeout]
type = BGPalFx
trigger1 = p2life = 0
add = 255,255,255
sinadd = 300,300,300,60
time = 40
ignorehitpause = 1
persistent = 0

[State 301, shake it up baby]
type = EnvShake
trigger1 = animelem = 6
time = 22
ignorehitpause = 1

[State 301, 2]
type = Projectile
trigger1 = AnimElem = 6
projanim = 306
projhitanim = 306
offset = 39,0
velocity = 0.0
projremovetime = 14
projremove = 0
attr = S, SP
damage    = 50,30
getpower = ifelse (var(27),140,10)
guardflag = L
pausetime = 0,9
;sparkno = S900
guard.sparkno = S902
hitsound   = S5,3
guardsound = S7,1
ground.type = Trip
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = 0,0
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
palfx.time = 5
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,10
palfx.add = 100,100,180
fall = 1



[State 301, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Earthquake
[Statedef 302]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
;anim = 300

[State 302, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 300
ctrl = 1

[State 302, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,2

[State 302, etherstrike voz]
type = PlaySnd
trigger1 = AnimElem = 1
value = 60,3
channel = 1

[State 302, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 7,2
volume = 280

[State 302, avan軋ndo som]
type = PlaySnd
trigger1 = AnimElem = 4
value = 7,3
channel = 2

[state 302, white fadeout]
type = BGPalFx
trigger1 = p2life = 0
add = 255,255,255
sinadd = 300,300,300,60
time = 40
ignorehitpause = 1
persistent = 0

[State 302, shake it up baby]
type = EnvShake
trigger1 = animelem = 6
time = 30
ignorehitpause = 1


[State 302, 2]
type = Projectile
trigger1 = AnimElem = 6
projanim = 305
projhitanim = 310
offset = 70, 5
velocity = 2.6
projremovetime = 47
projremove = 0
attr = S, SP
damage    = 100,30
getpower = ifelse (var(27),180,10)
guardflag = L
pausetime = 0,9
sparkno = S900
guard.sparkno = S902
hitsound   = S5,3
guardsound = S7,1
ground.type = Trip
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -4.5,-3
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
fall = 1



[State 302, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;DRAGON HESTIA PUNCH  
;--------------------------------------------------------------------------------
; Light Dragon Lasso (start)
;--------------------------------------------------------------------------------
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
velset = 0,0
;anim = 1300
ctrl = 0
sprpriority = 2

[State 1300, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 1300
ctrl = 1

[State 2000, DIVINE ASSAULT :p]
type = PlaySnd
trigger1 = AnimElem = 1
value = 60,1
channel = 1

[State 2000, woosh]
type = PlaySnd
trigger1 = Time = 3
value = 0, 2

[State 2000, invul]
type = NotHitBy
trigger1 = time > 0
value = SCA

[State 2000, 7]
type = ChangeState
trigger1 = Animelem = 6 ;------------- mudei
value = 2100

;---------------------------------------------
; The infamous shoryuken like uppercut
[Statedef 2100]
type = A
movetype = A

[State 2100, invul]
type = NotHitBy
trigger1 = time > 0 && time < 2
value = SCA

[State 2100, hit]
type = HitDef
trigger1 = time = 1 ; ----------- mudei 
attr = S, SA
animtype  = Heavy
damage    = 55, 4
priority  = 6
guardflag = MA
pausetime = 14,17
sparkno = S900
guard.sparkno = S902
sparkxy = -10,-60
hitsound   = S5,3
guardsound = S7,1
ground.type = Low
air.animtype = Heavy
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
air.fall = 1
fall = 1
palfx.mul = 200,150,50 ;------------------ idem
palfx.color = 0
palfx.time = 40
palfx.add= 140,132,32     
palfx.sinadd= 230,214,54,50
envshake.time = 7
envshake.ampl = 4
fall.envshake.time = 7
fall.envshake.ampl = -4


[State 2100, vel];------------------mudei
type = velset
trigger1 = time = 1
x = 5
y = -4

[State 2100, mul]
type = velmul
trigger1 = time > 1
x = .80

[State 2100, grav]
type = veladd
trigger1 = time > 1
y = .40

[State 2100, dropanim]
type = changeanim
trigger1 = time > 1
trigger1 = vel y > -1 
value = 2010
persistent = 0

[State 2100, 8]
type = velset
trigger1 = anim = 1310
x = 0
persistent = 0

[State 2100, land]
type = changestate
trigger1 = vel y > 0
trigger1 = Pos y >= 0
value = 1310 

;--------------------------------------------------------------------------------
; Medium Dragon Lasso (start)
[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
velset = 0,0
;anim = 1400
ctrl = 0
sprpriority = 2

[State 1400, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 1400
ctrl = 1

[State 2000, DIVINE ASSAULT ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 60,1
channel = 1

[State 2000, woosh]
type = PlaySnd
trigger1 = Time = 3;----------idem
value = 0, 2

[State 2000, invul]
type = NotHitBy
trigger1 = time > 0
value = SCA

[State 2000, 7]
type = ChangeState
trigger1 = Animelem = 6 ;-------idem
value = 2110

;---------------------------------------------
; The infamous shoryuken like uppercut (medium ver)
[Statedef 2110]
type = A
movetype = A

[State 2100, invul]
type = NotHitBy
trigger1 = time > 0 && time < 2
value = SCA

[State 2100, hit]
type = HitDef
trigger1 = time = 1 ; ---------idem
attr = S, SA
animtype  = Heavy
damage    = 100, 14
priority  = 6
guardflag = MA
pausetime = 14,17
sparkno = S900
guard.sparkno = S902
sparkxy = -10,-60
hitsound   = S5,3
guardsound = S7,1
ground.type = Low
air.animtype = Heavy
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
air.fall = 1
fall = 1
palfx.mul = 200,150,50 ;------------------ idem
palfx.color = 0
palfx.time = 40
palfx.add= 140,132,32     
palfx.sinadd= 230,214,54,50
envshake.time = 7
envshake.ampl = 4
fall.envshake.time = 7
fall.envshake.ampl = -4


[State 2100, vel];---------------idem
type = velset
trigger1 = time = 1
x = 6.3
y = -7

[State 2100, mul]
type = velmul
trigger1 = time > 1
x = .80

[State 2100, grav]
type = veladd
trigger1 = time > 1
y = .40

[State 2100, dropanim]
type = changeanim
trigger1 = time > 1
trigger1 = vel y > -1 
value = 2010
persistent = 0

[State 2100, 8]
type = velset
trigger1 = anim = 1310
x = 0
persistent = 0

[State 2100, land]
type = changestate
trigger1 = vel y > 0
trigger1 = Pos y >= 0
value = 1310 

;--------------------------------------------------------------------------------
; Hard Dragon Lasso (start)
[Statedef 1500]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
velset = 0,0
;anim = 1400
ctrl = 0
sprpriority = 2

[State 1500, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 1400
ctrl = 1

[State 1500, DIVINE ASSAULT ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 60,1
channel = 1

[State 1500, woosh]
type = PlaySnd
trigger1 = Time = 3;----------idem
value = 0, 2

[State 1500, hit]
type = HitDef
trigger1 = time = 1 ; ---------idem
attr = S, SA
animtype  = Heavy
damage    = 27, 14
priority  = 6
guardflag = MA
pausetime = 14,17
sparkno = S900
guard.sparkno = S902
sparkxy = -10,-60
hitsound   = S5,3
guardsound = S7,1
ground.type = Low
air.animtype = Heavy
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
air.fall = 1
fall = 1
envshake.time = 7
envshake.ampl = 4
fall.envshake.time = 7
fall.envshake.ampl = -4

[State 2000, invul]
type = NotHitBy
trigger1 = time > 0
value = SCA

[State 2000, 7]
type = ChangeState
trigger1 = Animelem = 6 ;-------idem
value = 2120

;---------------------------------------------
; The infamous shoryuken like uppercut (fierce ver)
[Statedef 2120]
type = A
movetype = A

[State 2120, invul]
type = NotHitBy
trigger1 = time > 0 && time < 2
value = SCA

[State 2120, hit]
type = HitDef
trigger1 = time = 1 ; ---------idem
attr = S, SA
animtype  = Heavy
damage    = 100, 14
priority  = 6
guardflag = MA
pausetime = 14,17
sparkno = S900
guard.sparkno = S902
sparkxy = -10,-60
hitsound   = S5,3
guardsound = S7,1
ground.type = Low
air.animtype = Up
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-7
air.velocity = -3,-6
air.fall = 1
fall = 1
palfx.mul = 200,150,50 ;------------------ idem
palfx.color = 0
palfx.time = 40
palfx.add= 140,132,32     
palfx.sinadd= 230,214,54,50
envshake.time = 7
envshake.ampl = 4
fall.envshake.time = 7
fall.envshake.ampl = -4


[State 2120, vel];---------------idem
type = velset
trigger1 = time = 1
x = 10
y = -8.6


[State 2120, mul]
type = velmul
trigger1 = time > 1
x = .80

[State 2120, grav]
type = veladd
trigger1 = time > 1
y = .40

[State 2120, dropanim]
type = changeanim
trigger1 = time > 1
trigger1 = vel y > -1 
value = 2010
persistent = 0

[State 2120, 8]
type = velset
trigger1 = anim = 1310
x = 0
persistent = 0

[State 2120, land]
type = changestate
trigger1 = vel y > 0
trigger1 = Pos y >= 0
value = 1310 

;-----------------------------------------
; Universal Dragon Lasso landing state
[Statedef 1310]
type = S
movetype = I
physics = N
anim = 2020
velset = 0,0

[State 2010, pos]
type = posset
trigger1 = time = 0
y = 0

[State 2010, 9]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Flying Kick
[Statedef 1200]
type    = A
movetype= A
physics = N
poweradd= 110
juggle = 8
ctrl = 0
;anim = 1200
velset = 0, -3.3

[State 1200, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 1200
ctrl = 1

[State 1200, vento]
type = PlaySnd
trigger1 = Time = 3
value = 6,2

[State 1200, 1]
type = VelAdd
trigger1 = Time >= 3
x = .2

[State 1200, 2] ;Gravity
type = Velset
trigger1 = Time = 36
x = 0

[State 1200, DIVINE ASSAULT alt]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200,3
channel = 1

[State 1200, 2] ;Gravity
type = VelAdd
trigger1 = Time >= 37
y = 1.2
x = -.1

[State 1200, 2] ;Gravity
type = VelAdd
trigger1 = Time >= 40
;y = .3
x = 1

[State 1090, 3]
type = Width
trigger1 = AnimElem = 4, >= 0
trigger2 = AnimElem = 8, < 0
value = 20

[State 1090, 4]
type = HitDef
trigger1 = time = 1
attr = A, SA
damage    = 100, 18
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = 10,0
sparkno = S900
guard.sparkno = S902
hitsound   = S5,3
guardsound = S7,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6,-3
air.velocity = -2,6
fall = 1
fall.xvelocity = -5
fall.yvelocity = 0
envshake.time = 7
envshake.ampl = 4
fall.envshake.time = 7
fall.envshake.ampl = -4

[State 1090, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 1201

;---------------------------------------------------------------------------
;land on ground
[Statedef 1201]
type    = A
movetype= A
physics = N
anim = 1201
velset = 3,0

[State 1201, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1201, POUSO]
type = PlaySnd
trigger1 = time = 0
value = 40,0
channel = 20

[State 1201, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------
; Head Stomp
[Statedef 1020]
type    = A
movetype= I
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
;anim = 41
ctrl = 0
sprpriority = 2

[State 1020, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 41
ctrl = 1

[State 1020, 0]
type = ScreenBound
trigger1 = 1
movecamera = 0

[State 1020, 1]
type = VelSet
trigger1 = !var(27)
y = -10.5

[State 1020, 1]
type = VelSet
trigger1 = var(27)
y = -20.5

[State 1020, 2]
type = PlaySnd
trigger1 = Time = 3
value = 6,2

[State 1020, 3]
type = ChangeState
trigger1 = Screenpos Y < -25
value = 1025

[State 1020, 4]
type = PlayerPush
trigger1 = 1
value = 0

;--------------------------
; Stomp!
[Statedef 1025]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 80
velset = 0,5
anim = 1025
ctrl = 0
sprpriority = 2

[State 1025, CAINDO]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100,1
channel = 20

[State 1025, 0]
type = PosAdd
trigger1 = Time = 0
x = P2Dist X

[State 1025, 1]
type = ScreenBound
trigger1 = 1
movecamera = 0

;[State 1025, GRITO]
;type = PlaySnd
;trigger1 = AnimElem = 1
;value = 200,5
;channel = 1

[State 1025, 2]
type = HitDef
trigger1 = Time = 1
attr = S, SA
animtype  = Med
damage    = ifelse(var(27),140,70);70, 14
priority  = 5
guardflag = MA
pausetime = 12,9
sparkxy = 0,0
sparkno = S900
guard.sparkno = S902
hitsound   = S5,5
guardsound = S7,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0,13
guard.velocity = -6
air.velocity = -2,-2
airguard.velocity = -4,-4.5
p2facing = 1
Fall = 1
Fall.Recover = 0
fall.envshake.time = 10
fall.envshake.ampl = -4

[State 1025, 3]
type = ChangeState
trigger1 = MoveGuarded
value = 1026

;------------------------------
;Jump out
[Statedef 1026]
type    = A
physics = N
ctrl = 0
velset = 0,0
anim = 43

[State 1025, VENTIM :p]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100,1
channel = 1

[State 1026, 0]
type = VelSet
trigger1 = Time = 2
x = -2 
y = -6

[State 1026, 1]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 0

;---------------------------------------------------------------------------
;Fireball Reflection
[Statedef 700]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= ifelse (var(27),0,-50)
ctrl = 0
velset = 0,0,0
;anim = 700

[State 700, 0]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 700
ctrl = 1

[State 700, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0
channel = 1

[State 700, 1]
type = Helper
trigger1 = Time = 0
trigger1 = facing = 1
helpertype = normal
name = "Shield" 
id = 710
postype = P1
pos = 12,0
stateno = 710
keyctrl = 0
ownpal = 1

[State 700, 1]
type = Helper
trigger1 = Time = 0
trigger1 = facing = -1
helpertype = normal
name = "Shield" 
id = 710
postype = P1
pos = 12,0
stateno = 710
keyctrl = 0
ownpal = 1

[state 700, white fadeout]
type = BGPalFx
trigger1 = p2life = 0
add = 255,255,255
sinadd = 300,300,300,60
time= 40
ignorehitpause = 1
persistent= 0

;Generated by Fighter Factory PalFX Editor
[State 700, PalFXWiz]
type = PalFX
trigger1 =  AnimElem = 2
time =  12
add = 30,200,30
mul = 20,200,24
sinadd = 85,110,55,10
invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1

[State 700, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 36
guardflag = MA
getpower  = ifelse (var(27),10,0)
givepower = ifelse (var(27),10,0)
pausetime = 11,11
sparkxy = -10,-70
hitsound   = S5,6
guardsound = S7,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 700, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
getpower  = ifelse (var(27),10,0)
givepower  = ifelse (var(27),10,0)
pausetime = 11,11
sparkxy = -10,-70
hitsound   = S5,6
guardsound = S7,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 700, 4]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 2000
ctrl = 1

[State 700, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 710]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 710

[State 710, 1]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP
slot = 1
stateno = 730
time = -1

[State 710, 3]
type = ChangeState
trigger1 = time = 7
value = 720
ctrl = 0

[Statedef 720]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 710

[State 720, 3]
type = DestroySelf
trigger1 = time = 17

[Statedef 730]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 710

[State 1800, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 7,0

[State 202, VOZ ]
type = PlaySnd
trigger1 = AnimElem = 1 && Random <= 800
value = 60, ifelse (Random <= 800, 3, 4)
channel = -1

[State 700, spark]
type = Explod 
trigger1 = time = 1
persistent = 0
anim = 740
sprpriority = 2
pos = 20, -76
postype = p1
scale = .9,.9
bindtime = 1
ignorehitpause = 1

[State 1000, 4]
type = Projectile
trigger1 = Time = 0
ProjAnim = 7000
offset = 35, -65
velocity = 5.5, 0
remvelocity = .7, 0
projscale = 1.2,1.1
accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 65,15
getpower  = ifelse (var(27),30,0)
animtype  = Medium
getpower  = 40,10
givepower = 40,20
guardflag = MA
pausetime = 0,12
sparkno = S900
sparkxy = 0, 0
hitsound   = S5,4
guardsound = S7,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 730, 3]
type = DestroySelf
trigger1 = time = 7

;---------------------------------------------------------------------------------------------
;Super Jump
[Statedef 1045]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 1045, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 1045, 2]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = var(42) = -1
sysvar(1) = 1

[State 1045, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 1045, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x))) * 1.35
y = 1.65*const(velocity.jump.y)

[State 1045, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 1045, 6]
type = AfterImage
trigger1 = time = 0
time = 22
length = 20 ;45
palcolor = 0
palinvertall = 1
timegap = 1
framegap = 1
trans = add

[State 1045, 7]
type = Explod 
trigger1 = time = 0
anim = F62
pos = 0, 0

[State 1045, 8]
type = PlaySnd
trigger1 = time = 0
value = 6,2

[State 1045, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 1075
ctrl = 1


;-------------------------------------------------------------------
; Jump Up
[Statedef 1075]
type    = A
physics = A
facep2 = 1

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 1075, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3


;-----------------------------------------------------------------------------
;Flying - off
[Statedef 2000]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 2000
juggle = 0


[State 2000, ch縊!]
type = ChangeState
value = 0
trigger1= 1
ctrl = 1

[State 2000, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = 0
;ignorehitpause =
;persistent =


;[State 2000, 2]
;trigger1 = time = 11
;type = ChangeState
;value = 2001
;ctrl = 1

[Statedef 2001]
type    = A
physics = N
movetype= I
ctrl = 0
anim = 2000

[State 2001, 0]
type = Varset
trigger1 = time = 0
v=5
value = 5000




[State 2001, weak punch]
type = ChangeState
value = 600
trigger1= command = "x"

[State 2001, medium punch]
type = ChangeState
value = 610
trigger1= command = "y"

[State 2001, weak kick]
type = ChangeState
value = 630
trigger1= command = "a"

[State 2001, medium kick]
type = ChangeState
value = 640
trigger1= command = "b"

[State 2001, fierce kick]
type = ChangeState
value = 650
trigger1= command = "c"



[State 2001, Stop1]
type = VelSet
trigger1 = command != "holdback"
trigger1 = command != "holdfwd"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger2 = Pos Y < -205
trigger3 = Pos Y > -10
x = 0
y = 0

[State 2001, Stop2]
type = ChangeAnim
trigger1 = command != "holdback"
trigger1 = command != "holdfwd"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
triggerall = anim != 2000
value = 2000

[State 2001, GoUp Anim]
type = ChangeAnim
trigger1 = command = "holdup"
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
triggerall = anim != 2000
value = 2000

[State 2001,GoUp indo]
type = VelSet
trigger1 = command = "holdup"
y = -3.5

[State 2001, GoDown Anim]
type = ChangeAnim
trigger1 = command = "holddown"
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
triggerall = anim != 2000
value = 2000

[State 2001,GoDown indo]
type = VelSet
trigger1 = command = "holddown"
y = 3.5

[State 2001, GoBack Anim]
type = ChangeAnim
trigger1 = command = "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
triggerall = anim != 2015
value = 2015

[State 2001,GoBack indo]
type = VelSet
trigger1 = command = "holdback"
x = -3.5

[State 2001, GoForward Anim]
type = ChangeAnim
trigger1 = command = "holdfwd"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
triggerall = anim != 2030
value = 2030

[State 2001,GoFwd indo]
type = VelSet
trigger1 = command = "holdfwd"
x = 3.5

[State 2001, GoFwdup Anim]
type = ChangeAnim
trigger1 = command = "holdfwd" && command = "holdup"
triggerall = anim != 2030
value = 2030

[State 2001, GoBackUp Anim]
type = ChangeAnim
trigger1 = command = "holdup" && command = "holdback"
triggerall = anim != 2015
value = 2015

[State 2001, GoFwdDown Anim]
type = ChangeAnim
trigger1 = command = "holdfwd" && command = "holddown"
triggerall = anim != 2030
value = 2030

[State 2001, GoBackDown Anim]
type = changeanim
trigger1 = command = "holddown" && command = "holdback"
triggerall = anim != 2015
value = 2015

[State 2001,Turn]
type = Turn
trigger1 = P2bodydist X < -45

[State 2001, Fim Manual]
type = VarSet
trigger1 = command = "voo"
trigger2 = command = "voo"
trigger3 = command = "voo"
v=4
value = 458

[State 2001,Land]
type = ChangeState
trigger1 = Pos Y >= 0
value = 51
ctrl = 1

[State 2001, UpBorder]
type = PosSet
trigger1 = Pos Y < -300
y = -300

[State 2001, UpBorder]
type = PosSet
trigger1 = Pos Y > -20
y = -20

[State 2001, land]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Var(5) != 5000
value = 50

;This part make a character land 
;when z key is pushed.
[State 2000,End]
type = ChangeState
trigger1 = Time > 2
trigger1 = command = "z"
value = 1610
ctrl = 1

;This part is required not to freeze a character
;when he win or lose.
[State 2000,WinLose]
type = ChangeState
trigger1 = Win = 1
trigger2 = Lose = 1
value = 0
;ctrl = 1

;Flying from the ground
[Statedef 2050]
type = A
ctrl = 0
anim = 41 ;2000
velset = 0,-6

[State 2050, 1]
type = PlaySnd
trigger1 = time = 0
value = 6,2

[State 2050, define var]
type = Varset
trigger1= time = 0
v = 4
value = 0

[State 2050, 2]
type = ChangeState
trigger1 = Pos Y < -105
value = 2000
ctrl = 0

;-----------------------------------------------------------------
;Flying kick downwards
[Statedef 1610]
type    = A
movetype= A
physics = A
anim = 1600
ctrl = 0

[State 1610 , 0]
type = VelSet
trigger1 = Time = 0
x = 10
y = 2

[State 1610 , VENTO RASANTE]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100,1

;[State 1610 , Grito]
;type = PlaySnd
;trigger1 = AnimElem = 1
;value = 200,5
;channel = 1

[state 1610, white fadeout]
type = BGPalFx
trigger1 = p2life = 0
add = 255,255,255
sinadd = 300,300,300,60
time= 40
ignorehitpause = 1
persistent= 0

[State 1610 , 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 1
attr = A, SA
damage    = 95, 20
getpower  = 30
givepower = 10
guardflag = MA
pausetime = 12,12
sparkxy = -5,-23
sparkno = S900
hitsound   = S5,4
guardsound = S7,1
ground.type = High
air.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5  
air.velocity = 0,0
fall = 1
envshake.time = 7
envshake.ampl = 4
fall.envshake.time = 7
fall.envshake.ampl = -4


[State 1610 , 5]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 52

;---------------------------------------------------------------------------
;Mind ATK
[Statedef 3000]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3500
sprpriority = 3

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 70, 4

[State 3000, afterlaco]
type = AfterImage
trigger1 = time = 0
time = 30
length = 20
paladd=100,100,0
palmul=240,240,0
trans = add



[State 3000, sp]
type = SuperPause
triggerall = Anim = 3500
trigger1 = AnimElem = 4
time = 60
anim = S904
sound = S100, 2
pos = 11, -83
poweradd = -1000

[State 3100, Super Portrait]
type = Explod
trigger1 = Animelem = 1
anim = 9500
postype = p1;back
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 80
removeongethit = 1


[State 3000, 1]
type = HitDef
trigger1 = Time >= 0
attr = S, SP
damage = 20,40
getpower  = ifelse (var(27),2,0)
animtype  = medium
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 0,99
guard.pausetime = 1,3
guard.sparkno = S902
sparkno = S900
sparkxy = -45,-70
hitsound   = S300,0
guardsound = S7, 1
ground.type = low
ground.slidetime = 20
guard.slidetime = 30
ground.hittime = 200
ground.velocity = -10
guard.velocity = -10
air.animtype = Back
air.fall = 1
p1stateno = 3777
palfx.mul = 200,150,50 
palfx.color = 0
palfx.time = 100
palfx.add= 140,132,32     
palfx.sinadd= 230,214,54,20

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6, 3

[State 3000, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3777]
type = S
movetype = A
physics = N
anim = 3000
ctrl = 0


[State 3777, LifeAdd]
type = LifeAdd
trigger1 = (time < 50) && (time > 4)
trigger2 = (time < 50) && (time > 4)
trigger2 =  var(8) > 2200
value = 1   ;exxxx
kill = 0
absolute = 0
ignorehitpause = 1
persistent = 1


[State 3777, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = (time < 50) && (time > 4)
trigger1 = !var(37)
value = -1 - ifelse(random>600,var(8)/450,0)
ID = -1
kill = 1
absolute = 0
ignorehitpause = 1
persistent =  1


[State 3777, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = (time < 50) && (time > 4)
trigger1 = var(37)
value = -1 - ifelse(random>900,var(8)/350,0)
ID = -1
kill = 1
absolute = 0
ignorehitpause = 1
persistent =  1


[State 3777,uperBG] 
type = Explod
trigger1 = AnimElem = 1
anim = 4000
ownpal = 1
pos = 0,0
postype = back
supermove = 1
facing = 1 
bindtime = 700
sprpriority = -3
removetime = 200
scale = 1,1
removeongethit = 1
ID = 998
pausemovetime = 9999999


;[State 3777,1]
;type = PlaySnd
;trigger1 = AnimElem = 9
;value = 70, 3

[State 3777, giragira]
type = PlaySnd
trigger1 = AnimElem = 2
value = 300, 1
loop = 4
channel = 2

[State 3800, stopgira]
type = stopsnd
trigger1 = animelem = 3
channel = 2

[State 3777,1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6, 3
channel = -1

[State 3777,2]
type = HitDef
trigger1 = AnimElem = 1
attr = S,HA
animtype  = hard
damage    = 50
priority = 7
guardflag = MA
pausetime = 0,99
sparkno = S901
guard.sparkno = S902
sparkxy = -10,-70
hitsound   = S1,1
guardsound = S7,1
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
air.velocity = 0,0
p1stateno = 3200
p2stateno = 3250

;-----------------------------------
[Statedef 3200]
type = S
movetype = A
physics = N
anim = 3010
ctrl = 0


[State 3200, aaa]
type = TargetState
trigger1 = MoveHit
trigger2 = p2dist x > 320
value = 0
ctrl = 1

[State 3200, bbb]
type = TargetLifeAdd
trigger1 = p2dist x > 320
value = -80

[State 3200, ccc]
type = SprPriority
trigger1 = AnimElem = 1
value = 2

;[State 3200, 0]
;type = ScreenBound
;trigger1 = 1
;value = 0
;movecamera = 0,0
;persistent = 1


;[State 3200, eee]
;type = TargetBind
;trigger1 = AnimElem = 3
;pos  = 0, -36

;[State 3200, b]
;type = targetVelAdd
;Trigger1 = animelem = 2
;y = -0.06

[State 3200, TargetVelAdd]
type = TargetVelAdd
trigger1 = AnimElem = 5
x = 40
y = 0.1
ID = -1



;[State 3200, somvento]
;type = PlaySnd
;trigger1 = AnimElem = 3
;value = 0, 2
;channel = -1

[State 3200, treme]
type  = EnvShake
Trigger1 = AnimElem = 5
time = 60

[State 3200, dano]
type = TargetLifeAdd
trigger1 = AnimElem  = 5
value = -100

[State 3200, zz]
type = TargetState
trigger1 = AnimElem = 2
value = 3251

[State 3200, fim]
type = ChangeState 
trigger1 = AnimTime = 0
ctrl  = 1
value = 0

[Statedef 3250]
type = A
movetype = H
physics = N
velset = 0,0
ctrl  = 0

[State 3250,a]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3020 

[State 3250,b]
type = ChangeAnim2
Trigger1 = Time = 43;91
value = 3021 

[State 3250, c]
type = HitBy
Trigger1 = Time >= 0
value = SCA
time = 15

[Statedef 3251]
type    = A
movetype= H
physics = N
anim = 5050

;[State 3251, a]
;type = VelSet
;Trigger1 = Time = 3
;x = 42
;y = -14



[State 3251, c] 
type = SelfState
triggerall = Time > 66
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = time > 69
value = 5100 

;-----------------------------------------------------------------
; Combo
;-----------------------------------------------------------------
[Statedef 3100]
type    = S
movetype= A
physics = N
juggle  = 15
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 3100
value = 3100

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 70, 4

[State 3000, sp]
type = SuperPause
triggerall = Anim = 3100
trigger1 = AnimElem = 1
time = 60
anim = S904
sound = S100, 2
pos = 11, -40
poweradd = -1000

[State 3100, Super Portrait]
type = Explod
trigger1 = Animelem = 1
anim = 9510
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 80
removeongethit = 1

[State 3900, 1] 
type = Explod
trigger1 = AnimElem = 2 && Var(29) = 0
anim = 4000
ownpal = 1
pos = 0,0
postype = back
supermove = 1
facing = 1 
bindtime = 700
sprpriority = -3
removetime = 300
scale = 1,1
removeongethit = 1
ID = 998
pausemovetime = 9999999

[State 3000, Super B]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2
PalContrast =  0,0,255
PalBright = 10,10,10
trans = add

[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 3100, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = SCA, NA, SA, AT
time = 22

[State 3100, Super D]
type = HitBy
trigger1 = AnimElem = 3
value = SCA, SA, HA, HP, AT
time = 22

[State 3100, 2]
type = Velset 
trigger1 = AnimElem = 2
x = 10.0;13.5

[State 3100, 2]
type = Velset
trigger1 = AnimElem = 3
x = 4.0;13.5

[State 3100, 2]
type = Velset
trigger1 = AnimElem = 4
x = 0.0;13.5

[State 3100, 5]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = Hard
damage    = 25,4
getpower  = 0
priority  = 6
guardflag = C ;MA
pausetime = 10,10
guard.pausetime = 20,5
sparkxy = -10,-60
hitsound   = S5,3
guardsound = S7,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
air.velocity = 0,-3
p2facing = 1
p2stateno = 3005
fall.animtype = Hard
fall.recover = 0
kill = 0
guard.kill = 0

[State 3000, 7]
type = ChangeState
trigger1 = movehit
value = 3101

[State 3000, 2]
type = Velset 
trigger1 = moveguarded
x = 2

[State 200, 6]
type = RemoveExplod
trigger1 = time = 35 || moveguarded
ID = 998

[State 3000, 7]
type = ChangeState
trigger1 = Time = 35 || moveguarded
value = 101

[Statedef 3101]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 1,0
ctrl = 0
sprpriority = 2

[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 3101
value = 3101

[State 3000, 1]
type = PlaySnd
trigger1 = (AnimElem=2) || (AnimElem=4) || (AnimElem=7) || (AnimElem=11) || (AnimElem=13)
trigger2 = (AnimElem=15) || (AnimElem=17) || (AnimElem=18) || (AnimElem=19) || (AnimElem=20)
trigger3 = (AnimElem=21) || (AnimElem=23)
value = 0, 2+(random <=200)

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem=36
value = 0, 1

[State 3000, Super B]
type = AfterImage
trigger1 = AnimElem =1
time = 2
PalContrast =  0,0,255
PalBright = 10,10,10
trans = add

[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(1) >= 1 
time = 2

[State 3000, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = SCA, NA, SA, AT
time = 22

[State 3000, Super D]
type = HitBy
trigger1 = AnimElem = 3
value = SCA, SA, HA, HP, AT
time = 22

[State 3000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && Time < 30
value2 = C, NA
time = 1

[State 210, Width]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (32) < 0)
edge = 60,0

[State 810, Bind 1]
type = Playerpush
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (32) < 0)
value = 0

[State 810, Bind 1]
type = TargetBind
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (32) < 0)
pos = 50, 0

[State 3000, 5]
type = HitDef
trigger1 = (AnimElem=2) || (AnimElem=4) || (AnimElem=7) || (AnimElem=11) || (AnimElem=13)
trigger2 = (AnimElem=15) || (AnimElem=17) || (AnimElem=18) || (AnimElem=19) || (AnimElem=20)
trigger3 = (AnimElem=21) || (AnimElem=23)
attr = S, HA
animtype  = Hard
damage    = 25,4
getpower  = ifelse (var(27),10,0)
priority  = 6
guardflag = MA
pausetime = 2,2
sparkxy = -10,-60
hitsound   = S5,3
guardsound = S7,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -3
air.velocity = -3,-2
kill =0

[State 240, 2]
type = HitDef
trigger1 = Animelem =26
attr = S, HA
animtype  = Up
damage    = 40
guardflag = MA
pausetime = 15,15
sparkno = 1
sparkxy = -10,-60
hitsound   = S5,4
guardsound = S7,1
ground.type = Low
ground.slidetime = 12
air.hittime  = 35
ground.velocity = -6,-14
air.velocity = 0,-15
yaccel = 0.5
fall =1
fall.recover =0
kill = 0




[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3102

[Statedef 3102]
type    = A
movetype= A
physics = A
juggle  = 0
velset = 11,-15
ctrl = 0
sprpriority = 2

[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 3102
value = 3102

[State 1010, 1]
type = AfterImage
trigger1 = time = 0
time = 2
PalContrast =  0,0,255
PalBright = 10,10,10
trans = add

[State 1010, 1]
type = AfterImageTime
trigger1 = Animtime != 0
time = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = A, HT
damage = 0
hitflag = MAF
priority = 5, Miss
sparkno = -1
sprpriority = 3
numhits = 1
p1facing = 1
p2facing = -1
p1stateno = 3103
p2stateno = 1013
fall = 1
kill =0

;---------------------------------------------------------------------------
;Fly up
[Statedef 3103]
type    = A
movetype= A
physics = N
anim = 3103
poweradd = 160
velset = 0,0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1

;[State 3102, GRITO ALRIGHT]
;type = PlaySnd
;trigger1 = AnimElem = 4
;value = 200, 7

[State 3102, ventojogada]
type = PlaySnd
trigger1 = AnimElem = 12
value = 0, 2

[State 810, PlaySnd]
type = PlaySnd
trigger1 = time = 28
value = 2, 4

[State 810, PlaySnd]
type = PlaySnd
trigger1 = time = 23
value = 2, 6

[State 810, PlaySnd]
type = PlaySnd
trigger1 = time = 88
value = 2, 6

[State 1013, terra]
type = PlaySnd
trigger1 = time = 105
value = 7, 2
channel = -1

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 8
pos = -12, -100

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = -3, -111

[State 810, Width 2-11]
type = Width
trigger1 = 1
edge = 60,40

[State 1010, 1]
type = varset
trigger1 = AnimElemTime(8) > 0
trigger1 = Timemod = 10,0
fvar(1) = (pi*Random) / 500 

[State 1010, 2]
type = explod
trigger1 = AnimElemTime(8) > 0
trigger1 = Timemod = 10,0
sprpriority = 5
pos = 0,0
vel = cos(fvar(1)), sin(fvar(1))
postype = p2
anim = 990
removetime = 50

[State 1010, 1]
type = AfterImage
trigger1 = time = 0
time = 120

[State 3200, dano]
type = TargetLifeAdd
trigger1 = time  = 108
value = -50

[State 810, State End]
type = ChangeState
trigger1 = time = 110
value = 50

;---------------------------------------------------------------------------
;Throw Away
[Statedef 3104]
type    = A
movetype= A
physics = A
velset = 0,0
anim = 3104

[State 812, Bind 1]
type = TargetBind
trigger1 = MoveContact = 0
pos = 35, -100

[State 200, 6]
type = RemoveExplod
trigger1 = time = 0
ID = 998

[State 610, 2]
type = PosAdd
trigger1 = Animelem=2
x=20

[State 600, 1]
type = Turn
trigger1 = AnimElem = 2

[State 610, 3]; Yes, I'm cheating. :p
type = HitDef
trigger1 = Time = 0
attr = A, ST
damage = 1
numhits = 0
guardflag = HA
priority = 4
pausetime = 3,3
sparkno = -1
sparkxy = -10,-55
snap = -60,0,0
hitsound   = -1
guardsound = -1
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 12,12
air.velocity = 12,12
fall = 1
fall.recover = 0
yaccell = .54
fall.envshake.time = 10
fall.envshake.ampl = 5
fall.xvelocity = -5
fall.yvelocity = 0

[State 612,4]
type = ScreenBound
trigger1 = prevstateno = 3103
value = 0
movecamera = 0, 0
ignorehitpause = 0
persistent = 1

[State 210, 3]
type = ChangeAnim
trigger1 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
trigger1 = movecontact
ignorehitpause = 1
persistent = 0
value = 620
elem = 4

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;Grounder-(Grounds opponent if hit in air)
[Statedef 3005]
type    = S
movetype= H
physics = S
velset = -2,0
ctrl = 0

[State 3005, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3005

[State 3005, 2]
type = posset
trigger1 = Time = 0
y = 0

[State 3005, 2]
type = velset
trigger1 = Time = 0
y = 0

[State 3006, 2]
type = HitFallSet
trigger1 = Time = 0
value = 0

[State 3006, 3]
type = SelfState
trigger1 = time >= 40
value = 5000

;---------------------------------------------------------------------------
;Grab ; Fuma軋 e espelhos :P
[Statedef 1013]
type    = A
movetype= H
physics = N
velset = 0,0

[State 192, b]
type = ScreenBound
trigger1 = 1
value = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1023

[State 1013, a]
type = VelSet
Trigger1 = Time = 100
x = -7
y = 11

[State 1013, treme tremis]
type = EnvShake
trigger1 = time = 105
time = 60
ampl = -5

[State 1013, 1]
type = SelfState
Trigger1 = Time = 110
value = 5050

;--------------------------------------------------------------------------
; To the floor bastard! >D
[Statedef 1023]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0

[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0 && Anim != [1010,1012]
trigger2 = Time = 0 && var(5) = 4
value = ifelse(prevstateno=1021,1011,ifelse(prevstateno=1022,1012,1010))

[State 1051, 1] ;Gravity
type = VelSet
trigger1 = (Anim = 1010) && (AnimElemTime(7)>0)
trigger2 = (Anim = 1011) && (AnimElemTime(11)>0)
trigger3 = (Anim = 1012) && (AnimElemTime(15)>0)
x = 10
y = 9

[State 210, Width]
type = Width
trigger1 = (Anim = 1010) && (AnimElem=7)
trigger2 = (Anim = 1011) && (AnimElem=11)
trigger3 = (Anim = 1012) && (AnimElem=15)
value = 25,0

[State 210, 1]
type = PlaySnd
trigger1 = (Anim = 1010) && (AnimElem=7)
trigger2 = (Anim = 1011) && (AnimElem=11)
trigger3 = (Anim = 1012) && (AnimElem=15)
value = 4, 2

[State 1010, 1]
type = AfterImage
trigger1 = time = 0
time = 2
TimeGap  = 2
FrameGap = 2
length = 7
palbright = 0,0,0
palcontrast = 200,200,200
trans = add1

[State 1010, 1]
type = AfterImageTime
trigger1 = Animtime != 0
time = 6

[State 210, 1]
type = PlaySnd
trigger1 = (Anim = 1010) && (AnimElem=7)
trigger2 = (Anim = 1011) && (AnimElem=11)
trigger3 = (Anim = 1012) && (AnimElem=15)
value = 0, 6
volume = 150

[State 210, 2]
type = HitDef
trigger1 = timemod = 3,0
attr = A, SA
animtype  = Medium
persistent = 1
damage    = 40,5
guardflag = MA
pausetime = 10,10
sparkno = 1
sparkxy = -10,-70
hitsound   = s5+var(30),6
guardsound = 6,0
ground.type = High
ground.slidetime = 12
air.hittime  = 40
ground.velocity = -27,-9
air.velocity = -27,-15

[State 1051, 2] 
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 1024

;-----------------------------------------------------------------------
;----------FinalEnergy  - Model of Loganir Wonder Woman
[Statedef 3700]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
poweradd = -1000
sprpriority = 2

[State 3700, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0 
value = 3700

[State 3700, a]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA

[State 3700, grito]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 2

[State 3700, cavalos]
type = PlaySnd
trigger1 = AnimElem = 1
loop = 2
volume= 2
value = 100, 4
channel = 2

[State 3700, cavasaxon]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 5
volume = 2
loop = 2
channel = 1

[State 3700, superpause1]
type = SuperPause
triggerall = Anim = 3700
trigger1 = AnimElem = 18
time = 60
anim = S904
sound = S100, 2
pos = 0, -135
poweradd = -2000

[State 3700, PalFXWiz Subindo strong]
type = PalFX
trigger1 = animelem = 9
time = 8
add = 60,60,60
mul = 256,256,256
sinadd = 0,-40,-30,10
invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1


[State 3700, PalFXWiz Force]
type = PalFX
trigger1 = animelem = 15
time = 15
add = 60,60,60
mul = 256,256,256
sinadd = -50,-50,-50,10
invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1



[State 3700, PalFXWiz atk]
type = PalFX
trigger1 = Animelem = 20
time = 369
add = 100,100,100
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1

[State 3700, PalFXWiz final]
type = PalFX
trigger1 = Animelem = 79
time = 15
add = 80,80,80
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1


[State 3700, PalFXWiz pose]
type = PalFX
trigger1 = Animelem = 81
time = 10
add = -104,-104,7
mul = 256,256,256
sinadd = 56,56,0,10
invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1

[State 3700, Super Portrait]
type = Explod
trigger1 = Animelem = 4
anim = 9530;9520
postype = back
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 80
removeongethit = 1

[State 3700, superBG] 
type = Explod
trigger1 = AnimElem = 2 && Var(29) = 0
anim = 4000
ownpal = 1
pos = 0,0
postype = back
supermove = 1
facing = 1 
bindtime = 700
sprpriority = -3
removetime = 430
scale = 1,1
removeongethit = 1
ID = 998
pausemovetime = 9999999


[State 3700, EnvShake]
type = EnvShake
trigger1 = animelem = 20
time = 404
freq = 60
ampl = -4
phase = 90
ignorehitpause = 1
;persistent =


[state 3700, 1]
type = allpalfx
trigger1 = time = 40
trigger2 = time = 47
trigger3 = time = 50
trigger4 = time = 60
trigger5 = time = 70
trigger6 = time = 80
trigger7 = time = 90
trigger8 = time = 100
trigger9 = time = 110
trigger10 = time = 120
trigger11 = time = 130
trigger12 = time = 140
trigger13 = time = 150
trigger14 = time = 160
trigger15 = time = 170
trigger16 = time = 180
trigger17 = time = 190
trigger18 = time = 200
trigger19 = time = 210
trigger20 = time = 220
trigger21 = time = 230
trigger22 = time = 240
trigger23 = time = 250
trigger24 = time = 260
trigger25 = time = 270
trigger26 = time = 280
trigger27 = time = 290
trigger28 = time = 300
trigger29 = time = 310
trigger30 = time = 310
trigger31 = time = 320
trigger32 = time = 330
trigger33 = time = 340
trigger34 = time = 350
trigger35 = time = 360
trigger36 = time = 370
trigger37 = time = 380
trigger38 = time = 390
trigger39 = time = 400
trigger40 = time = 405
trigger41 = time = 409
trigger42 = time = 414
time = 8
add = 0,0,0
color = 256
sinadd = 200,200,200,90;60
;ignorehitpause = 1


[State 3700, Flash Atk];dont need be this way, just learning, but works :P
type = Projectile
trigger1 = AnimElem = 20
ProjID = 3700
projanim = 3804;3710
projhitanim = -1
projremove = 0
projremovetime = 1500
projhits = 1
projpriority = 3
getpower = 200,100
;postype = back
projstagebound = 3000
projedgebound = 3000
velocity = 8,0
attr = S, SP
hitflag = MAFP
guardflag = MA
animtype = back
damage = 70,40
priority = 6
pausetime = 0,0
numhits = 4
sparkxy = 0,-30
sparkno = S900
guard.sparkno = S902
ground.type = High
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -3
air.animtype = Back
air.velocity = -4,4
air.juggle = 3
air.fall = 1
down.velocity = 0,0
down.hittime = 30
down.bounce = 0
sprpriority = 1


[State 3700, acertando Inicio]
type = HitDef
triggerall = !var(37)
trigger1 = AnimElem = 20
trigger2 = AnimElem = 22
trigger3 = AnimElem = 23
trigger4 = AnimElem = 26;
trigger5 = AnimElem = 29
trigger6 = AnimElem = 31
trigger7 = AnimElem = 34
trigger8 = AnimElem = 36;
trigger9 = AnimElem = 39
trigger10 = AnimElem = 41
trigger11 = AnimElem = 44
trigger12 = AnimElem = 46;
trigger13 = AnimElem = 49
trigger14 = AnimElem = 51
trigger15 = AnimElem = 54
trigger16 = AnimElem = 56;
trigger17 = AnimElem = 59
trigger18 = AnimElem = 61
trigger19 = AnimElem = 64;
trigger20 = AnimElem = 66;
trigger21 = AnimElem = 68
trigger22 = AnimElem = 71;
trigger23 = AnimElem = 75;
trigger24 = AnimElem = 78
attr = S, HA
animtype  = Back
damage    = 17 + (var(8)/200) ,15;20,10
getpower  = 0
priority  = 6
hitflag = MAFP
guardflag = MA
pausetime = 0,5
sparkno = S900
guard.sparkno = S902
sparkxy = 0,-30
hitsound = S5,6
guardsound = S5,5
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6,-5
air.velocity = -3, 0;-6,-4
ground.cornerpush.veloff = 0
fall = 0
air.fall = 0
fall.animtype = Hard
fall.recover = 0


[State 3700, acertando Inicio com Plenitude]
type = HitDef
triggerall = var(37)
trigger1 = AnimElem = 20
trigger2 = AnimElem = 22
trigger3 = AnimElem = 23
trigger4 = AnimElem = 26;
trigger5 = AnimElem = 29
trigger6 = AnimElem = 31
trigger7 = AnimElem = 34
trigger8 = AnimElem = 36;
trigger9 = AnimElem = 39
trigger10 = AnimElem = 41
trigger11 = AnimElem = 44
trigger12 = AnimElem = 46;
trigger13 = AnimElem = 49
trigger14 = AnimElem = 51
trigger15 = AnimElem = 54
trigger16 = AnimElem = 56;
trigger17 = AnimElem = 59
trigger18 = AnimElem = 61
trigger19 = AnimElem = 64;
trigger20 = AnimElem = 66;
trigger21 = AnimElem = 68
trigger22 = AnimElem = 71;
trigger23 = AnimElem = 75;
trigger24 = AnimElem = 78
attr = S, HA
animtype  = Back
damage    = 19 + (var(8)/150) ,15;20,10
getpower  = 0
priority  = 6
hitflag = MAFP
guardflag = MA
pausetime = 0,5
sparkno = S900
guard.sparkno = S902
sparkxy = 0,-30
hitsound = S5,6
guardsound = S5,5
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6,-5
air.velocity = -3, 0;-6,-4
ground.cornerpush.veloff = 0
fall = 0
air.fall = 0
fall.animtype = Hard
fall.recover = 0


[State 3700, acertando Hard]
type = HitDef
trigger1 = AnimElem = 69;
trigger2 = AnimElem = 74
trigger3 = AnimElem = 79
attr = S, HA
animtype  = Back
damage    = 99,20
priority  = 6
hitflag = MAFP
;guardflag = MA
pausetime = 0,5
sparkno = S900
guard.sparkno = S902
sparkxy = 0,-30
hitsound = S5,6
guardsound = S5,5
ground.type = Low
ground.slidetime = 35
ground.hittime  = 30
ground.velocity = -7,-6
air.velocity = -7,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 3700, LifeAdd]
type = LifeAdd
triggerall = !var(37)
trigger1 = AnimElem = 59
trigger2 = AnimElem = 61
trigger3 = AnimElem = 64
trigger4 = AnimElem = 66
trigger5 = AnimElem = 68
trigger6 = AnimElem = 71
trigger7 = AnimElem = 75
trigger8 = AnimElem = 78
value = -7
kill = 1
absolute = 1
;ignorehitpause =
;persistent =

[State 3700, LifeAdd]
type = LifeAdd
triggerall = !var(37)
trigger1 = AnimElem = 69
trigger2 = AnimElem = 74
value = -30
kill = 1
absolute = 1
;ignorehitpause =
;persistent =



[State 3700, treme tremis]
type = EnvShake
trigger1 = animelem = 18
time = 40

[State 3700, obliterated voz]
type = PlaySnd
trigger1 = AnimElem = 65
value = 70, 2
channel = -1

[State 3700, cavalosstop]
type = stopsnd
trigger1 = animelem = 80;84
channel = 1

[State 3700, cavalosstop2]
type = stopsnd
trigger1 = animelem = 80;84
channel = 2

[State 3700, cavalosfim]
type = PlaySnd
trigger1 = AnimElem = 72
value = 100, 6
channel = -1

[State 3700, GodLike]
type = PlaySnd
trigger1 = AnimElem = 88
trigger1 = random < 700
value = 99, 0
channel = -1

[State 3700, Plenitude]
type = PalFX
trigger1 = animelem = 88
trigger1 = var(37)
time = 9999
add = 130,130,170
mul = 120,200,150
sinadd = 55,55,110,55
invertall = 1
color = 0
ignorehitpause = 1
persistent = 1


[State 3700, final]
type = ChangeState
trigger1 = AnimElem = 90
value = 0
ctrl = 1

;-------------poeira 1
[Statedef 3750]
type = C
movetype = I
ctrl = 0
anim = 3720
sprpriority = 4

[State 3750, p1]
type = Assertspecial
trigger1 = 1
flag = noshadow

[State 3750, p2]
type = VelSet
trigger1 = time = 0
trigger1 = parent, StateNo = 3700
x = 8

[State 3750, p3]
type = DestroySelf
trigger1 = time = 100

;-------------poeira 2
[Statedef 3751]
type = C
movetype = I
ctrl = 0
anim = 3720
sprpriority = 4

[State 3751, p1]
type = Assertspecial
trigger1 = 1
flag = noshadow

[State 3751, p2]
type = VelSet
trigger1 = time = 0
trigger1 = parent, StateNo = 3700
x = 8

[State 3751, p3]
type = DestroySelf
trigger1 = time = 150

;-------------poeira 3
[Statedef 3752]
type = C
movetype = I
ctrl = 0
anim = 3720
sprpriority = 4

[State 3752, p1]
type = Assertspecial
trigger1 = 1
flag = noshadow

[State 3752, p2]
type = VelSet
trigger1 = time = 0
trigger1 = parent, StateNo = 3700
x = 8

[State 3752, p3]
type = DestroySelf
trigger1 = time = 150

;-------------poeira 4

[Statedef 3753]
type = C
movetype = I
ctrl = 0
anim = 3720
sprpriority = 4

[State 3753, p1]
type = Assertspecial
trigger1 = 1
flag = noshadow

[State 3753, p2]
type = VelSet
trigger1 = time = 0
trigger1 = parent, StateNo = 3700
x = 8

[State 3753, p3]
type = DestroySelf
trigger1 = time = 150

;-----------------------------------------------------------------------
;SupremeStrike  - model of Loganir wonderWoman
[Statedef 3800]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3803
ctrl = 0
sprpriority = 2

[State 3800, a]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA

[State 3800, finshstrike]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 2

[State 3800, jatosom]
type = PlaySnd
trigger1 = AnimElem = 31
loop = 2
value = 200, 1
channel = 1

[State 3800, superpause1]
type = SuperPause
trigger1 = AnimElem = 30
time = 60
anim = -1
sound = S100, 2
pos = -10, -160
poweradd = -3000

[State 3800, Super Portrait]
type = Explod
trigger1 = AnimElem = 30
anim = 9520
postype = back
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 0
supermove   = 1

[State 3800, superBG] 
type = Explod
trigger1 = AnimElem = 1
anim = 4000
ownpal = 1
pos = 0,0
postype = back
supermove = 1
facing = 1 
bindtime = 700
sprpriority = -3
removetime = 100
scale = 1,1
removeongethit = 1
ID = 998
pausemovetime = 9999999


[State 3800, PalFXWiz]
type = PalFX
trigger1 = !var(37)
trigger1 = animelem = 31
time = 290
add = 40,-70,-200
mul = 256,256,256
sinadd = 40,30,0,10
invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1

[State 3800, PalFXWiz]
type = PalFX
trigger1 = var(37)
trigger1 = animelem = 31
time = 290
add = 210,150,80;add = 40,-70,-200
mul = 256,256,256
sinadd = 40,30,0,10
invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1


[State 3800, Ex.Plosive!]
type = Projectile
trigger1 = AnimElem = 30
ProjID = 3801
projanim = 3801
projhitanim = -1
projremove = 0
projremovetime = 320
projpriority = 3
getpower = 200,100
offset = 0,-100
ProjScale = 0.7,0.7
postype = back
projstagebound = 9000
projedgebound = 9000
velocity = 0,0;3,0.32
attr = S, SP
hitflag = MAFP
guardflag = MA
;animtype = back
damage = 0,0
priority = 6
pausetime = 0,0
numhits = 4
sparkxy = 0,0
sparkno = S900
guard.sparkno = S902
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.animtype = Back
air.velocity = 0,0;-4,4
air.juggle = 3
air.fall = 1
down.velocity = 0,0
down.hittime = 30
down.bounce = 0
sprpriority = 1


[State 3800, 6] 
type = Explod
triggerall = Numprojid(3801) = 1
triggerall = !var(37)
ID = 3805
trigger1 = time % 10 = 0
postype = P2
pos = 0,0
random = 150,0
anim = 903
sprpriority = 2
ownpal = 1

[State 3800, 6]
type = Explod
triggerall = Numprojid(3801) = 1
triggerall = var(37)
ID = 3805
trigger1 = time % 10 = 0
postype = P2
pos = 0,-40
random = 70,20
anim = 9670
scale = 0.5,0.5
sprpriority = 2
ownpal = 1

;[State 3800, extra] 
;type = RemoveExplod
;trigger1 = time = 100
;id = 3805

[State 3800, impacto]
type = EnvShake
triggerall = Numprojid(3801) = 1
trigger1 = Time % 2 = 0
time = 6

[State 3800, acertando]
type = HitDef
triggerall = !var(37)
trigger1 = Time % 4 = 0
trigger2 = animelem = 31
attr = S, HA
animtype  = Back
damage    = 10 + (var(8)/400),7
getpower  = 0
priority  = 6
hitflag = MAFP
guardflag = MA
pausetime = 0,5
sparkxy = 0,-30
hitsound = -1
guardsound = S7,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6,-5
air.velocity = -6,-4
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 3800, acertando]
type = HitDef
triggerall = var(37)
trigger1 = Time % 2 = 0
trigger2 = animelem = 31
attr = S, HA
animtype  = Back
damage    = 10,6 ;+ (var(8)/400),7
getpower  = 0
priority  = 6
hitflag = MAFP
guardflag = MA
pausetime = 0,5
sparkxy = 0,-30
hitsound = -1
guardsound = S7,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6,-5
air.velocity = -6,-4
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.animtype = Hard
fall.recover = 0


[State 3800, explosoes]
type = PlaySnd
trigger1 = AnimElem = 31
trigger1 = !var(37)
value = 200, 0
loop = 2
channel = 2

[State 3800, Echos]
type = PlaySnd
trigger1 = AnimElem = 31
trigger1 = var(37)
value = 300, 2
loop = 2
channel = 2

[State 3800, exploend]
type = stopsnd
trigger1 = animelem = 33
channel = 2

[State 3800, dominate!]
type = PlaySnd
trigger1 = AnimElem = 33
value = 200, 6
volume = 255

[State 3800,  jetend]
type = stopsnd
trigger1 = animelem = 37
channel = 1

[State 3800, Plenitude]
type = PalFX
trigger1 = animelem = 37
trigger1 = var(37)
time = 9999
add = 130,130,170
mul = 120,200,150
sinadd = 55,55,110,55
invertall = 1
color = 0
ignorehitpause = 1
persistent = 1


[State 3800, final]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;-------------------------------Blood Fury---------------------------------
[StateDef 3900]
type    = S ;change 11/5
physics = S
ctrl = 0
anim = 3900
velset = 0,0
poweradd = -1000

[State 3900, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 20
anim = 4000
;sound =
pos = 0,0
;move =
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 3900, PalFXWiz]
type = PalFX
trigger1 = animelem = 4
time = 600;510;370
add = 100,0,0
mul = 256,256,256
sinadd = 50,20,20,20
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1



[State 3900, vari疱el!!!]
type = ChangeState
trigger1 = animtime = 0
value = 3910
ctrl = 1


[StateDef 3910]
physics = S
ctrl = 0
velset = 0,0


[State 3910, VarSet]
type = VarSet
trigger1 = 1
v = 7    ;fv = 10
value = 290;240;160


[State 3910, AttackMulSet]
type = AttackMulSet
trigger1 = var(7)
value = 1.3
ignorehitpause = 1
persistent = 1

[State 3910, DefenceMulSet]
type = DefenceMulSet
trigger1 = var(7)
value = 1.1
ignorehitpause = 1
persistent = 1



[State 3910, final]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;-------------------------------Big Energy Ball----------------------------------
[Statedef 4100]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 4100
poweradd = -1000

[State 4100, pause]
type = SuperPause
triggerall = Anim = 4100
trigger1 = AnimElem = 1
time = 60
anim = S904
sound = S100, 2
pos = 60, -70
;type = SuperPause
;trigger1 = Animelem = 1
;time = 20
;anim = -1
;movetime = 50
;darken = 1
;p2defmul = 1

[state 4100, speedline1]
type = explod
trigger1 = animElem >= 1
anim = 9540
postype = back
pos = -50,0
bindtime = -1
;supermove = 1
sprpriority = -1
ontop = 0
ownpal = 1
loop = 1
removetime = 250
scale = 1.1, 1.1

[State 4100, BGPalFX]
type = BGPalFX
trigger1 = animElem >= 1
time = 21
add = 150,150,200
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
;ignorehitpause =
;persistent =


[State 4100, sndLoad]
type = playsnd
trigger1 = animElem = 1
value = 100,7
volume = 190

[State 4100, StopSnd]
type = StopSnd
trigger1 = animElem = 2
channel = -1
;ignorehitpause =
;persistent =


[State 4100, load]
type = Projectile
trigger1 = AnimElem = 1
projanim = 9650
projscale = 0.32,0.32
projhitanim = -1;1221
velocity =  0
damage = ifelse (var(27),300,200)  ;700 + p2life/6
projshadow = 210,210,240
persistent = 1
;projID = 9999
projremove = 0
projremovetime = 99
;removetime = 200
attr = S, HP
projpriority = 5
postype = p1
offset = 55,-70
attr = S, SP
animtype = heavy
hitflag = MAF
fall=1
fall.recover = 0
air.juggle = 10
envshake.time = 10
envshake.ampl = 4
yaccel = .5
removeongethit = 1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = stateno = 4100
value = -10
;ignorehitpause =
;persistent =


[State 4100, sndGo!!]
type = playsnd
trigger1 = animElem = 2
value = 100,8 ;?
volume = 240


[State 4100, go normal]
type = Projectile
trigger1 = p2name != "Abyss"
trigger1 = AnimElem = 2
trigger1 = !var(37)
projanim = 9660
projscale = 0.31,0.31
scale = 0.3,0.3
projpriority = 5
projshadow = 210,210,240
postype = p1
offset = 55,-70
projhitanim = -1;1221
velocity =  3, 0
damage = 999;900 + p2life/6
guardsound = S6,0
pausetime = 0,13
ground.hittime = 15
ground.type = high
ground.slidetime = 95
air.fall = 1
fall=1
fall.recover = 0
air.juggle = 10
attr = S, HP

[State 4100, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 2
value = -1000

[State 4100, go Ultra]
type = Projectile
trigger1 = p2name != "Abyss"
trigger1 = AnimElem = 2
trigger1 = var(37)
projanim = 9660
projscale = 0.4,0.4
scale = 0.4,0.4
projpriority = 5
projshadow = 210,210,240
postype = p1
offset = 55,-70
projhitanim = -1;1221
velocity =  2.5, 0
damage = 1300;900 + p2life/6
guardsound = S6,0
pausetime = 0,13
ground.hittime = 15
ground.type = high
ground.slidetime = 95
air.fall = 1
fall=1
fall.recover = 0
air.juggle = 10
attr = S, HP
hitonce = 1
persistent =1


[State 4100, final]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------Fim Big Energy Ball----------------------------


;------------------------------Matrix Guy------------------------------------
[StateDef 4200]
physics = S
ctrl = 0
anim = 4200
scale = 1.2,1
velset = 0,0
poweradd = -2000

[State 4200, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 20
anim = 4000
;sound =
pos = 0,0
;move =
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 4200, PalFXWiz]
type = PalFX
trigger1 =  animelem = 9
time = 755
add = 0,200,0
mul = 20,140,24
sinadd = 20,200,20,10
invertall = 1
color = 0
ignorehitpause = 1
persistent = 1



[State 4200, vari疱el!!!]
type = ChangeState
trigger1 = animtime = 0
value = 4210
ctrl = 1


[StateDef 4210]
physics = S
ctrl = 0
velset = 0,0


[State 4210, VarSet]
type = VarSet
trigger1 = 1
v = 27    ;fv = 10
value = 360;160


[State 4210, final]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1




;-------------------------;Plenitude------------------------------------
[StateDef 4300]
physics = S
ctrl = 0
anim = 4300
scale = 1.2,1
velset = 0,0
poweradd = -2000

[State 4300, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 20
anim = 4000
;sound =
pos = 0,0
;move =
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 4300, PalFXWiz]
type = PalFX
trigger1 = animelem = 2
time = 9999
add = 130,130,170
mul = 120,200,150
sinadd = 55,55,110,55
invertall = 1
color = 0
ignorehitpause = 1
persistent = 1


[State 4300, AllPalFX]
type = AllPalFX
trigger1 =animelem = 2
time = 55
add = 0,0,0
mul = 256,256,256
sinadd = 200,200,200,90
invertall = 0
color = 256
ignorehitpause = 1
persistent =  1



[State 4300, vari疱el!!!]
type = ChangeState
trigger1 = animtime = 0
value = 4310
ctrl = 1


[StateDef 4310]
physics = S
ctrl = 0
velset = 0,0


[State 4210, VarSet]
type = VarSet
trigger1 = 1
v = 37    ;fv = 10
value = 99;160


[State 4310, final]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1







;---------------------------------------------------------------------------
; Super Armor
[Statedef 9000]
type = U
movetype = H  
physics = U

[State 9000, PalFX]
type = PalFX
trigger1 = Alive
trigger1 = !Time
trigger2 = Time = 1
trigger3 = Time = 5
trigger4 = Time = 9
trigger5 = Time = 13
time = 2
add = 164,11,0
mul = 358,256,256
color = 128
ignorehitpause = 1

[State 9000, PosFreeze]
type = PosFreeze
trigger1 = Alive
trigger1 = 1
value = 1

[State 9000, CtrlSet]
type = CtrlSet
triggerall = Time < floor(gethitvar(hittime) * 0.8)
trigger1 = var(46) <= 106
value = 1

[State 9000, ChangeAnim]
type = ChangeAnim
trigger1 = Time < floor(gethitvar(hittime) * 0.8)
value = Anim
elem  = AnimElemNo(0)

[State 9000, End]
type = ChangeState
trigger1 = Alive
trigger1 = Time >= floor(gethitvar(hittime) * 0.8)
value = var(46)

[State 9000, VelSet]
type = VelSet
trigger1 = !Alive
x = gethitvar(xvel)
y = gethitvar(yvel)

[State 9000, End]
type = ChangeState
trigger1 = !Alive
value = 5050

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;Dash
[Statedef 100]
type    = S
physics = N
velset = 7,0
ctrl = 1

[State 100 , dash vento]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 1

[State 105 , 1]
type = AssertSpecial
trigger1 = 1
flag=NoWalk

[State 105 , 1]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 100
value = 100

[State 105 , 2]
type = ChangeState
trigger1 = time = 20
value = 101

[State 105 , dash vento]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 1

[Statedef 101]
type    = S
physics = N

[State 410, 1]
type = VelAdd
trigger1 = Vel X>0
x = -.35

[State 101, dust] 
type = MakeDust 
trigger1 = 1 ;Vel Y < -8
pos = 25-(random/50),-2 
spacing = 3

[State 410, 1]
type = VelSet
trigger1 = Vel X <= 0
x = 0

[State 410 , dash vento ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 1

[State 105 , 1]
type = AssertSpecial
trigger1 = 1
flag=NoWalk

[State 105 , 1]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 101
value = 101

[State 105 , 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]

; Super Armor
[State -2]
type = VarSet
trigger1 = Life > 1
trigger1 = MoveType != H
trigger1 = StateNo != 9000
var(46) = StateNo
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Life > 1
trigger1 = StateNo = [120,159]
trigger1 = StateNo != 9000
var(46) = StateNo
ignorehitpause = 1

[State -2, copyright]
type = DisplayToClipboard
trigger1 = 1
text="TheExten by my self :D"


;------------------Debug----------------


[State -2, debug]       ; (debug clipboard)
type = DisplayToClipboard
trigger1 = Alive
text = "Var(7): %d"
params = Var(7)

;[State -2, debug2]       ; (debug clipboard)
;type = DisplayToClipboard
;trigger1 = Alive
;text = "Var(8): %d"
;params = Var(8)

;--------------Blood Fury-----------------------
[State -2, VarSet]     ;Decrementa var 7
type = VarSet
trigger1 = Var(7) && GameTime % 2 = 0
var(7) = var(7) - 1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = var(7) && GameTime % 2 = 0
value = 2
;ignorehitpause =
;persistent =


[State -2, LifeAdd]
type = LifeAdd
trigger1 = var(7) && GameTime % 2 = 0
trigger1 = random < 400
value = -1
kill = 0
absolute = 0
;ignorehitpause =
;persistent =


[State 3900, AttackMulSet]
type = AttackMulSet
trigger1 = ! var(7)
;time = 200
value = 1.0

[State 3900, DefenceMulSet]
type = DefenceMulSet
trigger1 = ! var(7)
value = 1.0

 ;----------------Matrix Guy-------------------------
[State -2, VarSet]     ;Decrementa var 27
type = VarSet
trigger1 = Var(27) && GameTime % 2 = 0
var(27) = var(27) - 1

[State -2, LifeAdd]
type = LifeAdd
trigger1 = var(27) && GameTime % 25 = 0
trigger1 = random < 700
value = 3
kill = 0
absolute = 1
;ignorehitpause =
;persistent =

[State -2, PowerAdd]
type = PowerAdd
trigger1 = var(27) && GameTime % 2 = 0
value = 3


 ;------------------------- Plenitude --------------------------------
[State -2, PowerAdd]
type = PowerAdd
trigger1 = var(37)
value = 1

[State -2, LifeAdd]
type = LifeAdd
trigger1 = var(37) && (random % 25 = 0)
value = 1




;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 1310 ; Pouso do Shoryuken ;)
trigger3 = stateno = 106; dash land
value = 40, 0

; Marble Wonder Woman makes it SHAKE!!
[state -3, Landing shake]
type = envshake
triggerall = Time = 1
trigger1 = stateno = 52 && palno = 7
trigger2 = stateno = 1310 && palno = 7
trigger3 = stateno = 106 && palno = 7
time = 8
ampl = -6

; She Hulk makes it SHAKE!!
[state -3, Landing shake]
type = envshake
triggerall = Time = 1
trigger1 = stateno = 52 && palno = 8
trigger2 = stateno = 1310 && palno = 8
trigger3 = stateno = 106 && palno = 8
time = 8
ampl = -6

[State -3, PULO SOM]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 40 ;Jump START
trigger2 = stateno = 106 ;AIR JUMP ??? :P
value = 100, 3

[State -3, BRACELETES GUARD SOM]
type = PlaySnd
triggerall = Time = 0
triggerall = Alive
trigger1 = stateno = 150 || stateno = 152 || stateno = 154 
value = 7, 0
channel = 1

[State -3, APANHANDO]
type = PlaySnd
triggerall = Random < 850
triggerall = Time = 1
triggerall = Alive 
trigger1 = stateno = 5000 || stateno = 5010 || stateno = 5020 || stateno = 5070 || stateno = 5080 || stateno = 5100
value = 51, ifelse (stateno = 5100 || GetHitVar(animtype) = 2, 3, ifelse (GetHitVar(animtype) = 0, 1, 2))
channel = 0

[State -3, GET UP]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5120 ;GETUP FROM LIE DOWN 
trigger1 = random > 500
value = 60, 4

[State -3, ground landing effect]
type = Explod 
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
trigger3 = stateno = 1310 ; Divine assault landing ;)
anim = F60
pos = 0, 0

;This controller puts a target sign on P2 every time you do a super jump.
[State -3, target sign]
type = Explod
triggerall = NumExplod(4500) = 0
trigger1 = P2Dist y > 200
anim = 4500
id = 4500
pos = 0,-30
postype = p2
sprpriority = 4
ignorehitpause = 1
ontop = 1
bindtime = -1
persistent = 1
facing = -1

[State -3,remove]
type = RemoveExplod
trigger1 = P2Dist y < 200
ID = 4500

; Super Armor
[State -3]
type = HitOverride
trigger1 = palno = 8 || palno = 7
trigger1 = Random <= 600
trigger1 = MoveType != H
trigger1 = Anim != 5300
trigger1 = StateNo != [120,159]
trigger1 = PrevStateNo != 9000
time = 1
slot = 7
attr = SCA, NA, SA, NP, SP
stateno = 9000

[State -3, 0]
type = AttackMulSet
trigger1 = palno = 7
value = 1.09

[State -3, 1]
type = AttackMulSet
trigger1 = palno = 8
value = 1.09

[State -3, 2]
type = AttackMulSet
trigger1 = palno = 9
value = .86

[State -3, 3]
type = DefenceMulSet
trigger1 = palno = 9
value = 1.15

; no life bars for you
[state -3, 4]
type = assertspecial
trigger1 = roundstate < 2
trigger2 = stateno = [180,185]
trigger3 = winko = 1 
trigger4 = (var(25) = 1) && (numexplod(8420) != 0) && (roundstate = 3)
flag = nobardisplay
ignorehitpause = 1












