; Player's constants.
; Format (case insensitive):
;  [groupname]        
;  constname = "value"

[Data]
life = 1400          ;Amount of life to start with
attack = 110         ;100% attack power (more is stronger)
defence = 110        ;100% defensive power (more is stronger)
fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 60    ;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 15       ;Can do 15 points of juggling
sparkno = 2        ;Default spark number
guard.sparkno = 40 ;Default guard spark number
KO.echo = 1          ;1 to enable echo on KO
volume = 0           ;Volume offset (negative for softer)

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 15    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
height = 60	     ;Height of player (for opponent to jump over)
attack.width = 4,4   ;Default attack width: back, front
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   

[Velocity]
walk.fwd  = 2      ;Walk forward
walk.back = -1.9     ;Walk backward
run.fwd  = 4.6, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -4.5,-3.8 ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-9.1    ;Neutral jumping velocity (x, y)
jump.back = -2.8    ;Jump back Speed (x, y)
jump.fwd = 2.75       ;Jump forward Speed (x, y)
runjump.back = -2.8,-9.1 ;Running jump speeds (opt)
runjump.fwd = 4,-9.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55,-8.1 ;Air jump speeds (opt)
airjump.fwd = 2.5,-8.1    ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .43         ;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 = ?
; ...

;---------------------------------------------------------------------------
;Instant Fall
[Statedef 60]
type    = A
physics = A

[State 3000, Super D]
type = AfterImage
trigger1 = time = 1
time = 10
trans = add
timegap = 2
framegap = 2
length = 5
palcontrast = 216,128,176 
palbright = 0,0,0

[State 50, 1]
type = VelSet
trigger1 = Time >= 0
x = 0

[State 50, 1]
type = VelAdd
trigger1 = Time >= 0
x = 0
y = 3

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

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3
;---------------------------------------------------------------------------
;MvsC Super Pulo Cima
[Statedef 61]
type    = A
physics = N
anim = 41
ctrl = 0

[state 61,ctrl]
type = ctrlset
trigger1 = time >= 1
value = 1

[state 61, cima]
type = velset
trigger1 = animelem = 1
x = 0
y = -11.9

[state 61,fim]
type = changestate
trigger1 = time = 6
value = 50
ctrl = 1

;MvsC Super Pulo Frente
[Statedef 62]
type    = A
physics = N
anim = 41
ctrl = 0

[state 61,ctrl]
type = ctrlset
trigger1 = time >= 1
value = 1

[state 61, cima]
type = velset
trigger1 = animelem = 1
x = 8.4
y = -11.9


[state 61,fim]
type = changestate
trigger1 = time = 6
value = 50
ctrl = 1

;MvsC Super Pulo Tras
[Statedef 63]
type    = A
physics = N
anim = 41
ctrl = 0

[state 61,ctrl]
type = ctrlset
trigger1 = time >= 1
value = 1

[state 61, cima]
type = velset
trigger1 = animelem = 1
x = -8.2
y = -11.9


[state 61,fim]
type = changestate
trigger1 = time = 6
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;Carregamento Inicio 
[Statedef 64]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 64
velset = 0,0

[state 3001,Parado]
type = velset
trigger1 = pos y < 0
y = 0

[State 64,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 65
ctrl = 0

;Carregamento  
[Statedef 65]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 65
velset = 0,0

[state 3001,Parado]
type = velset
trigger1 = pos y < 0
y = 0

[State 65,Som]
type = PlaySnd
trigger1 = AnimElem = 1
value = 65,0

[State 64,Ki]
type = Explod
trigger1 = AnimElem = 1
Anim = 2395
Pos = -6,0
sprpriority = -1
removetime = 28
Postype = p1
Bindtime = 1
SuperMove = 1

[State 64,Fim]
type = ChangeState
trigger1 = command != "charge"
value = 66

[State 64,Cheio]
type = ChangeState
trigger1 = Power >= 3000
value = 0
ctrl = 1

[State 64,Charge]
type = PowerAdd
trigger1 = Time = [2,22]
value = 7

[State 64,Cont]
type = ChangeState
trigger1 = AnimTime = 0
value = 65

;Carregamento Fim  
[Statedef 66]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 66
velset = 0,0

[state 3001,Parado]
type = velset
trigger1 = pos y < 0
y = 0

[State 66,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; WIN
[Statedef 180]
type = S

[State 180, 1] ;Vitoria Normal
type = ChangeState
trigger1 = Time = 0
trigger1 = Win = 1
value = 189

[State 180, 1] ; Final
type = ChangeState
trigger1 = Time = 0
trigger1 = Win = 0
value = 9797

; Final 
;Animação do Final

[Statedef 9797]
type = S
ctrl = 0
velset = 0,0,0

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9797
facing = 1
pos = 0,0
postype = left
sprpriority = 1;-2
bindtime = -1
ownpal = 1
supermove = 1
removetime = 99999999999999999999999999

; WIN
[Statedef 189]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
trigger1 = life <= 250
value = 182

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
trigger1 = life > 250
value = 181

;---------------------------------------------------------------------------
; WIN1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

[State 181, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; WIN1
[Statedef 182]
type = S
ctrl = 0
anim = 5300
velset = 0,0,0

[State 181, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; INTRO
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 191, 1]
type = playsnd
trigger1 = animelem = 5
value = 190,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,400]
flag = intro

[State 190, 1] ;If opponent 
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Goku-n-hd by EmuBoarding"
trigger2 = P2Name = "N-Trunks by EmuBoarding"
trigger3 = P2Name = "Recoom by Lucifer"
trigger4 = P2Name = "Goku Super Sayajin 2 by ribeiro"
trigger5 = P2Name = "Mr.Satan"
trigger6 = P2Name = "Goku SSJ4 by _Vision and MRP"
trigger7 = P2Name = "Androide 18 by _Vision"
trigger8 = P2Name = "Broli Remix ver1.2"
trigger9 = P2Name = "Cell por Ssonic"
trigger10= P2Name = "Cell Junior by _Vision"
trigger11= P2Name = "C-Trunks by EmuBoarding"
trigger12= P2Name = "Freeza by OverMind";
trigger13= P2Name = "Goten by Alunfl@"
trigger14= P2Name = "Kaio Shin by Alunfl@"
trigger15= P2Name = "Kame by EmuBoarding"
trigger16= P2Name = "Kuririn by EmuBoarding"
trigger17= P2Name = "Mystic Gohan by Zero_X"
value = 159999

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 159999
facing = 1
pos = 10,67
postype = left
sprpriority = 1;-2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

; INTRO Especial

;Intro padão
[Statedef 159999]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,700]
flag = intro

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 159998
facing = 1
pos = 10,67
postype = left
sprpriority = 1;-2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 900

[State 190, 3]
type = changestate
trigger1 = animtime = 800
value = 0
ctrl = 0




;---------------------------------------------------------------------------
; STAND_A
[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)

[state 3001,Parado]
type = velset
trigger1 = pos y < 0
y = 0

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 25                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
;getpower = 30,15                 ;Power to get on hit, on guard
;                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
;givepower = 15,8                 ;Power to give opponent on hit, on guard
;                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
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
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 7,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = 5,0                   ;Sound to play on hit
guardsound = S6,0                 ;Sound to play on guard
; mindist  = 0,0,0                 ;Min distance of p2 from p1 when hit
; maxdist  = 0,0,0                 ;Max distance of p2 from p1 when hit
; snap = 0,0,0                     ;Snaps p2 to position rel to p1
ground.type = High                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -4              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
; air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed
;air.hittime = 20                  ;Time before oppoment regains control in air
; attack.width = 3, 3              ;Override default attack width
; fall = 0                         ;1 to cause opponent to fall (def: 0)
; fall.damage = 0                  ;Damage opponent takes on fall
; fall.velocity = n/a,-4.5         ;X, Y-velocity after bouncing off ground
; fall.animtype = Back             ;Animation type for falling people (def: Back)
; air.fall = 0                     ;1 to cause opponent to fall if in air (def: same as fall)
; down.velocity = ?,?              ;Velocity for opponents lying down (def: same as air.velocity)
; down.hittime = 20                ;Time opponent is stunned on ground (only for down.y-velocity = 0) (def: 20)
; down.bounce = 0                  ;Set to 1 for opponent to bounce on ground (def: 0)


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

;---------------------------------------------------------------------------
; STAND_X
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 210

[state 3001,Parado]
type = velset
trigger1 = pos y < 0
y = 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 200, 1

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 36
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = S5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_B
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 220

[state 3001,Parado]
type = velset
trigger1 = pos y < 0
y = 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200, 0

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 27
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2


[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------

; STAND_Y
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 230

[state 3001,Parado]
type = velset
trigger1 = pos y < 0
y = 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200, 1

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;CROUCH_A
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 15
ctrl = 0
anim = 400


[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 23
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-41
hitsound   = S5,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20


[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;CROUCH_X
[Statedef 410]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 70
ctrl = 0
anim = 410

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 200, 1


[State 410, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 62
getpower  = 40
givepower = 40
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -5,-10
sparkno = 1
hitsound   = S5,2
guardsound = S6,0
ground.type = Trip
ground.slidetime = 30
ground.hittime  = 15
ground.velocity = -2,-7
air.velocity = -2,-7
guard.velocity = -5
fall = 1

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

;---------------------------------------------------------------------------
;CROUCH_B
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 15
ctrl = 0
anim = 420

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200, 0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 32
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-41
hitsound   = S5,0
guardsound = S6,0
ground.type = Trip
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -4,-4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20

[State 400,Vel]
type = veladd
trigger1 = time > 3
trigger1 = time <= 13
x = 1

[State 400,Vel1]
type = veladd
trigger1 = time > 13
x = -1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;CROUCH_Y
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 430

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200, 0


[State 410, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 45
getpower  = 40
givepower = 40
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -5,-10
sparkno = 1
hitsound   = S5,2
guardsound = S6,0
ground.type = Trip
ground.slidetime = 25
ground.hittime  = 15
ground.velocity = -4,-4
air.velocity = -4,-4
guard.velocity = -5
fall = 1

[State 400,Vel]
type = veladd
trigger1 = time > 3
trigger1 = time <= 13
x = 1.5

[State 400,Vel1]
type = veladd
trigger1 = time > 13
x = -1.5

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

;---------------------------------------------------------------------------
;JUMP_A
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 200, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 25
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-58
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

[State 400,Vel1]
type = veladd
trigger1 = time >= 0
y = -.2

[State 600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;---------------------------------------------------------------------------
;JUMP_B
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 610

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200, 1


[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 55
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 610, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;Renzoku
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 3
ctrl = 0

[state 3001,Parado]
type = velset
trigger1 = pos y < 0
y = 0

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

[State 1000,AnimBaixo]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != 1100
trigger1 = P2StateType = C
trigger1 = P2BodyDist X < 70
value = 1100

[State 1000,AnimCima]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != 1200
trigger1 = P2StateType = A
value = 1200

[State 1000,RenzokuFrente]
type = projectile
trigger1 = time = 6
trigger1 = Anim = 1000
projanim = 1050
projhitanim = 1055
velocity = 7,0
offset = 45,-55
attr = S, SP
damage    = 60
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-51
hitsound   = S5,2
guardsound = S6,0
ground.type = Trip
ground.slidetime = 30
ground.hittime  = 9
ground.velocity = -4,-3
air.velocity = -4,-3

[State 1000,RenzokuBaixo]
type = projectile
trigger1 = time = 6
trigger1 = Anim = 1100
projanim = 1150
projhitanim = 1055
velocity = 7,9
offset = 30,-30
attr = S, SP
damage    = 60
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-51
hitsound   = S5,2
guardsound = S6,0
ground.type = Trip
ground.slidetime = 30
ground.hittime  = 9
ground.velocity = -4,-3
air.velocity = -4,-3

[State 1000,RenzokuCima]
type = projectile
trigger1 = time = 6
trigger1 = Anim = 1200
projanim = 1250
projhitanim = 1055
velocity = 7,-9
offset = 40,-70
attr = S, SP
damage    = 60
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-51
hitsound   = S5,2
guardsound = S6,0
ground.type = Trip
ground.slidetime = 30
ground.hittime  = 9
ground.velocity = -4,-3
air.velocity = -4,-3

[State 1000,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Renzoku
[Statedef 1500]
type    = S
movetype= A
physics = S
anim = 1000
ctrl = 0

[state 3001,Parado]
type = velset
trigger1 = pos y < 0
y = 0

[State 1000,AnimNormal]
type = null;ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != 1000
value = 1000

[State 1000,AnimBaixo]
type = null;ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != 1100
trigger1 = P2StateType = C
trigger1 = P2BodyDist X < 70
value = 1100

[State 1000,AnimCima]
type = null;ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != 1200
trigger1 = P2StateType = A
trigger1 = P2BodyDist X < 70
value = 1200

[State 1000,RenzokuFrente]
type = projectile
trigger1 = time = 6
trigger1 = Anim = 1000
projanim = 1050
projhitanim = 1055
velocity = 5.5,0
offset = 45,-55
attr = S, SP
damage    = 60
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-51
hitsound   = S5,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 9
ground.velocity = -4
air.velocity = -4,-3

[State 1000,RenzokuBaixo]
type = projectile
trigger1 = time = 6
trigger1 = Anim = 1100
projanim = 1150
projhitanim = 1055
velocity = 7,9
offset = 30,-30
attr = S, SP
damage    = 60
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-51
hitsound   = S5,2
guardsound = S6,0
ground.type = Trip
ground.slidetime = 30
ground.hittime  = 9
ground.velocity = -4,-3
air.velocity = -4,-3

[State 1000,RenzokuCima]
type = projectile
trigger1 = time = 6
trigger1 = Anim = 1200
projanim = 1250
projhitanim = 1055
velocity = 7,-9
offset = 40,-70
attr = S, SP
damage    = 60
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-51
hitsound   = S5,2
guardsound = S6,0
ground.type = Trip
ground.slidetime = 30
ground.hittime  = 9
ground.velocity = -4,-3
air.velocity = -4,-3

[State 1000,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Three Energy
[Statedef 1600]
type    = S
movetype= A
physics = S
anim = 1600
ctrl = 0

[state 3001,Parado]
type = velset
trigger1 = pos y < 0
y = 0

[State 1000,RenzokuFrente]
type = projectile
trigger1 = AnimElem = 2
projanim = 1050
projhitanim = 1055
projid = 1600
velocity = 5,0
offset = 50,-55
attr = S, SP
damage    = 65
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-51
hitsound   = S5,2
guardsound = S6,0
ground.type = Trip
ground.slidetime = 30
ground.hittime  = 9
ground.velocity = -4,-3
air.velocity = -4,-3

[State 1000,RenzokuCima]
type = projectile
trigger1 = AnimElem = 2
projanim = 1250
projhitanim = 1055
projid = 1600
velocity = 5,-5
offset = 50,-55
attr = S, SP
damage    = 65
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-51
hitsound   = S5,2
guardsound = S6,0
ground.type = Trip
ground.slidetime = 30
ground.hittime  = 9
ground.velocity = -4,-3
air.velocity = -4,-3

[State 1000,RenzokuBaixo]
type = projectile
trigger1 = AnimElem = 2
projanim = 1150
projhitanim = 1055
projid = 1600
velocity = 5,5
offset = 50,-55
attr = S, SP
damage    = 65
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-51
hitsound   = S5,2
guardsound = S6,0
ground.type = Trip
ground.slidetime = 30
ground.hittime  = 9
ground.velocity = -4,-3
air.velocity = -4,-3


[State 1000,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Hip Press
[Statedef 1700]
type    = A
movetype= A
physics = N
anim = 1700
ctrl = 0

[State 1700,bundada :P]
type = hitdef
trigger1 = time = 0
attr = A, SA
damage    = 75
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 6,6
sparkxy = -10,-51
hitsound   = S5,2
guardsound = S6,0
ground.type = Trip
ground.slidetime = 24
ground.hittime  = 11
ground.velocity = -6,-3
air.velocity = -6,-3

[State 1700,Vel]
type = velset
trigger1 = animelem = 1
trigger1 = time >= 0
x = 0
y = 6

[State 1000,Fim]
type = ChangeState
trigger1 = pos Y >= 0
value = 1750

;Hip Press (Parte 2)
[Statedef 1750]
type    = A
movetype= A
physics = N
anim = 1750
ctrl = 0

[State 1700,bundada :P]
type = hitdef
trigger1 = time = 0
attr = A, SA
damage    = 75
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 6,6
sparkxy = -10,-51
hitsound   = S5,2
guardsound = S6,0
ground.type = Trip
ground.slidetime = 25
ground.hittime  = 11
ground.velocity = -6,-3
air.velocity = -6,-3

[State 1700,Para]
type = velset
trigger1 = time >= 0
trigger1 = vel y > 0 
x = 0
y = 0

[State 400,Vel]
type = velset
trigger1 = animelem = 2
trigger1 = time >= 0
x = 4
y = -3

[State 1000,Fim]
type = ChangeState
trigger1 = time = 25
value = 50
ctrl = 0
;---------------------------------------------------------------------------
;Mightness Bomber
[Statedef 1800]
type    = S
movetype= A
physics = S
anim = 1800
ctrl = 0

[state 3001,Parado]
type = velset
trigger1 = pos y < 0
y = 0

[State 1000,AnimCima]
type = Explod
trigger1 = animelem = 2
anim = 1850
postype = p1
pos = 60,-55
removetime = 16


[State 1000,Bola]
type = projectile
trigger1 = time = 31
;trigger1 = numexplod = 0
projanim = 1855
projhitanim = 1055
velocity = 7.5,0
offset = 60,-55
attr = S, SP
damage    = 80
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-51
hitsound   = S5,9
guardsound = S6,8
ground.type = Low
ground.slidetime = 22
ground.hittime  = 9
ground.velocity = -3
air.velocity = -4,-3


[State 1000,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Mightness Bomber
[Statedef 1900]
type    = S
movetype= A
physics = S
anim = 1800
ctrl = 0

[state 3001,Parado]
type = velset
trigger1 = pos y < 0
y = 0

[State 1000,AnimCima]
type = Explod
trigger1 = animelem = 2
anim = 1850
postype = p1
pos = 60,-55
removetime = 16


[State 1000,Bola]
type = projectile
trigger1 = time = 31
;trigger1 = numexplod = 0
projanim = 1855
projhitanim = 1055
velocity = 8.5,0
offset = 60,-55
attr = S, SP
damage    = 90
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = -1,-51
hitsound   = S5,9
guardsound = S6,9
ground.type = Low
ground.slidetime = 22
ground.hittime  = 9
ground.velocity = -5
air.velocity = -4,-3


[State 1000,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Planet Attack
[Statedef 2000]
type    = S
movetype= A
physics = S
anim = 2000
ctrl = 0

[state 3001,Parado]
type = velset
trigger1 = pos y < 0
y = 0

[State 2000,Sombra]
type = AfterImage
trigger1 = AnimElem = 2
time = 40
length = 10
trans = add
palcontrast = 216,128,176 
palbright = 0,0,0

[State 2000,Cabeçada :P]
type = hitdef
trigger1 = animelem = 3
attr = S, SA
damage    = 85
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 12,12
sparkxy = -10,-51
hitsound   = S5,5
guardsound = S6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 11
ground.velocity = -8
air.velocity = -8

[state 2000,vel]
type = veladd
trigger1 = time >= 15
x = 2.1
y = 0

[State 2000,Fim]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = MoveContact = 1
value = 2050

;Planet Attack (Parte 2)
[Statedef 2050]
type    = S
movetype= A
physics = S
anim = 2050
ctrl = 0

[state 3001,Parado]
type = velset
trigger1 = pos y < 0
y = 0

[state 2000,vel]
type = veladd
trigger1 = time <= 16
x = -1
y = 0

[state 2000,vel]
type = veladd
trigger1 = time > 16
x = 1
y = 0

[State 2000,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 12
ctrl = 1
;---------------------------------------------------------------------------
;Tornado Hip
[Statedef 2100]
type    = S
movetype= A
physics = S
anim = 2100
ctrl = 0

[state 3001,Parado]
type = velset
trigger1 = pos y < 0
y = 0

[State 2000,Sombra]
type = AfterImage
trigger1 = AnimElem = 2
time = 84
length = 10
trans = add
palcontrast = 216,128,176 
palbright = 0,0,0

[state 2100,vel]
type = velset
trigger1 = time > 12
x = 4.5
y = 0

[State 2000,Bundada, denovo! :P]
type = hitdef
trigger1 = animelem = 3
attr = S, SA
damage    = 50
getpower  = 0
givepower = 0
guardflag = HA
priority = 3
pausetime = 12,12
sparkxy = -10,-51
hitsound   = S5,5
guardsound = S6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 11
ground.velocity = -6
air.velocity = -6

[State 2000,Fim]
type = ChangeState
trigger1 = Time = 84
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Boo Bomb
[Statedef 2200]
type    = S
movetype= A
physics = S
anim = 2200
ctrl = 0

[state 3001,Parado]
type = velset
trigger1 = pos y < 0
y = 0

[state 2000,vel]
type = veladd
trigger1 = numprojid(2250) = 1
trigger1 = time >= 0
x = 0
y = -.1

[State 2200,bola]
type = projectile
trigger1 = animelem = 7
projanim = 2250
projremovetime = 100
projpriority = 6
projremove = 0
projid = 2250
velocity = 0,-.1
offset = 0, -45
attr = S, SP
damage    = 95
getpower  = 0
givepower = 0
guardflag = HA
priority = 6
pausetime = 12,12
sparkxy = -10,-51
hitsound   = S5,5
guardsound = S6,0
ground.type = Trip
ground.slidetime = 40
ground.hittime  = 11
ground.velocity = -8,-7
air.velocity = -8,-7
fall = 1

[State 2000,Fim]
type = ChangeState
trigger1 = Time > 24
trigger1 = numprojid(2250) = 0
trigger1 = prevstateno = 3001
value = 3001
ctrl = 1

[State 2000,Fim]
type = ChangeState
trigger1 = Time > 24
trigger1 = numprojid(2250) = 0
trigger1 = prevstateno != 3001
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Super Mightness Bomber
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3000
ctrl = 0

[State 3000, Super A]
type = SuperPause
trigger1 = animelem = 2
pos = 0, -60
anim = -1
time = 35

[State 3000, Super B]
type = PlaySnd
trigger1 = animelem = 2
value = F20, 0 

[State 3000, Super C]
type = PowerAdd
trigger1 = animelem = 2
value = -1000


[State 3000, Super F] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 12

[State 3000,FundoPreto]
type = EnvColor
trigger1 = AnimElem = 2
time = 35
value = 0, 0, 0
under = 1
supermove = 1

[State 3000,Bola]
type = Explod
trigger1 = AnimElem = 2
id = 3025
anim = 3025
pos = 60,-55
postype = p1
sprpriority = 2
removetime = 35
supermove = 1

[State 3000,FotoSuper]
type = Explod
trigger1 = AnimElem = 2
id = 9999
anim = 9999
pos = 0,0
postype = left
sprpriority = -2
removetime = 35
supermove = 1

[State 3000,SomHit]
type = PlaySnd
trigger1 = projcontact(3050) = 1
value = 3050,0
volume = 100

[State 3000,Fumaça]
type = Explod
trigger1 = projcontact(3050) = 1
id = 9998
anim = 9998
pos = 0,0
postype = p2
sprpriority = 1
removetime = 27
supermove = 1

[State 3000, 1]
type = Projectile
trigger1 = time = 16
projanim = 3050
projid = 3050
velocity = 8,0
offset = 60,-55
attr = S, HP
animtype  = Hard
damage    = 350,125
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 3,3
sparkxy = -10,-60
hitsound   = S544,4
guardsound = S600,0
ground.type = Trip
ground.slidetime = 44
ground.hittime  = 11
ground.velocity = -8,-9
air.velocity = -8,-9
fall.animtype = Hard
fall = 1

[State 3000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Voar Iniico
[Statedef 3115]
type = A
movetype = A
physics = A
velset = 0,-8.2
poweradd= -100
ctrl = 0
anim = 41

[State 2700,Sombra]
type = AfterImage
trigger1 = AnimElem = 1
time = 22
trans = add
timegap = 2
framegap = 2
length = 5
palcontrast = 216,128,176 
palbright = 0,0,0

[State 1000,Som]
type = PlaySnd
trigger1 = time = 3
value = 3000,0 

[state 3115, fim]
type = changestate
trigger1 = time = 20
value = 3001
ctrl = 1

;Voar
[Statedef 3001]
type = S
ctrl = 0
anim = 3001
velset = 0,0,0


[State 3001,Para]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(2) = 0
trigger2 = Pos Y < -205
x = 0
y = 0

[State 3001, Para2]
type = ChangeAnim
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Anim != 3001
value = 3001

[State 3001,Var(1)]
type = VarSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(2) != 2
trigger2 = Var(2) = 2
trigger2 = Vel Y >= 2.4
v = 2
value = 1

[State 3001,Var(2)]
type = VarSet
trigger1 = Var(2) = 1
trigger1 = Vel Y <= -2.4
v = 2
value = 2

[State 3001,Up]
type = VelAdd
trigger1 = Var(2) = 1
y = -0.2

[State 3001,Down]
type = VelAdd
trigger1 = Var(2) = 2
y = 0.2

[State 3001,End]
type = VelSet
triggerall = Var(2) != 0
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
y = 0

[State 3001,EndVar]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
v = 2
value = 0


[State 3001, GoUp1]
type = VelAdd
trigger1 = command = "holdup"
y = -0.4

[State 3001,GoUp2]
type = VelSet
trigger1 = command = "holdup"
trigger1 = Vel Y > 0 
y = 0

[State 3001, GoUpAnim]
type = ChangeAnim
trigger1 = Anim != 3011
trigger1 = command = "holdup"
value = 3011

[State 3001, GoDown1]
type = VelAdd
trigger1 = command = "holddown"
y = 0.4

[State 3001,GoDown2]
type = VelSet
trigger1 = command = "holddown"
trigger1 = Vel Y < 0 
y = 0

[State 3001, GoDownAnim]
type = ChangeAnim
trigger1 = Anim != 3111
trigger1 = command = "holddown"
value = 3111

[State 3001, GoBack1]
type = VelAdd
trigger1 = command = "holdback"
x = -0.4

[State 3001,GoBack2]
type = VelSet
trigger1 = command = "holdback"
trigger1 = Vel X > 0 
x = 0

[State 3001, GoBackAnim]
type = ChangeAnim
triggerall = Anim != 3113
trigger1 = command = "holdback"
value = 3113

[State 3001, GoFwd1]
type = VelAdd
trigger1 = command = "holdfwd"
x = 0.4

[State 3001, GoFwd2]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = Vel X < 0 
x = 0

[State 3001, GoFwdAnim]
type = ChangeAnim
trigger1 = Anim != 3112
trigger1 = command = "holdfwd"
value = 3112
elemno = 2

[State 3001,Turn]
type = Turn
trigger1 = P2bodydist X < -29

[State 3001,Borda]
type = PosSet
trigger1 = Pos Y < -200
y = -200

[State 3001,Land]
type = ChangeState
trigger1 = Pos Y >= 0
value = 50
ctrl = 1

[State 3001,Land]
type = ChangeState
trigger1 = Pos Y >= 0
value = 50
ctrl = 1

[State 3001,End]
type = ChangeState
trigger1 = Time > 2
trigger1 = command = "fly"
value = 50
ctrl = 1

[State 3001,Guard]
type = ChangeState
trigger1 = p2movetype = A
trigger1 = p2bodydist x < 50
trigger1 = command = "holdback"
value = 130

[State 3001,Win-Lose]
type = ChangeState
trigger1 = Win = 1
trigger2 = Lose = 1
value = 50
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
 RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100

[State 100, 1]
type = VelSet
trigger1 = 1
x = 5
y = 0

[State 100,assert]
type = AssertSpecial
trigger1 = command = "holdfwd"
flag = nowalk


[State 100, 2]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

;---------------------------------------------------------------------------
 RUN_BACK
[Statedef 105]
type    = S
physics = S
anim = 105

[State 100, 1]
type = VelSet
trigger1 = 1
x = -5
y = 0

[State 100,assert]
type = AssertSpecial
trigger1 = command = "holdback"
flag = nowalk


[State 100, 2]
type = ChangeState
trigger1 = command != "holdback"
value = 0
;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 20,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 3001

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

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

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C
anim = 10

[State 20,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 3001

[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75


[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type    = C
physics = C
anim = 11
sprpriority = 0

[State 20,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 3001


[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type    = S
physics = S
anim = 12

[State 20,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 3001

[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State 20,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 3001

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21


[Statedef -2]

; Power bar sobe sozinha
[State -2,1]
type = poweradd
trigger1 = time >= 0
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
trigger7 = palno = 7
trigger8 = palno = 8
trigger9 = palno = 9
trigger10 = palno = 10
trigger11 = palno = 11
trigger12 = palno = 12
value = 1

[State -2,1]
type = VarSet
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
trigger7 = palno = 7
trigger8 = palno = 8
trigger9 = palno = 9
trigger10 = palno = 10
trigger11 = palno = 11
trigger12 = palno = 12
v = 1
value = 1