; Majin Vegeta by OverMind 
; 

[Data]
life = 1200          ;Amount of life to start with
attack = 110         ;100% attack power (more is stronger)
defence = 100        ;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 = 0          ;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  = 1.8      ;Walk forward
walk.back = -1.7     ;Walk backward
run.fwd  = 4.5, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -4.7,-3    ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-9.4    ;Neutral jumping velocity (x, y)
jump.back = -3.02    ;Jump back Speed (x, y)
jump.fwd = 3.0       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55,-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 = 208,208,248 
palbright = 5,16,54

[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
;---------------------------------------------------------------------------
; 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, 2]
type = ChangeState
trigger1 = Life = 1
trigger1 = Var(3) = 1
value = 5150

[State 180, 3]
type = ChangeState
trigger1 = Life <= 200
value = 183

[State 180, 1]
type = ChangeState
trigger1 = Matchover = 1
value = 181

[State 180, 1]
type = ChangeState
trigger1 = Matchover != 1
value = 184

[State 180, 2]
type = ChangeState
trigger1 = Life >= 1000
value = 182


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

[State 181,Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 180,0
;---------------------------------------------------------------------------
; WIN2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0,0

[State 182, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;---------------------------------------------------------------------------
; WIN3
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0,0

[State 183, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; WIN4
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,-5.7,0

[state 184, para]
type = velset
trigger1 = animelem = 2
x = 0
y = 0

[State 191,Som]
type = PlaySnd
trigger1 = AnimElem = 3
value = 191,0

[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,Som]
type = PlaySnd
trigger1 = AnimElem = 4
value = 191,0

[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"
trigger18= P2Name = "Mr.Boo by OverMind"
trigger19= P2Name = "Pan Dragonball GT por Ssonic"
trigger20= P2Name = "Piccolo por Ssonic"
trigger21= P2Name = "Raditz"
trigger22= P2Name = "Trunks por ssonic"
trigger23= P2Name = "Vegeta Normal 2 by EB"
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 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 23                   ;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 = 4,8                  ;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 = -6,-49                ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = S5,0                   ;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 = 9             ;Time that the victim slides back
ground.hittime  = 9             ;Time victim is in hit state
ground.velocity = -2             ;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,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

[State 3001,Voa]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

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

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

[State 210, 1] ;Uncomment if you want to play a sound
type = null; PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 210, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 32
guardflag = MA
pausetime = 4,8
sparkxy = -6,-49
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -3
air.velocity = -2.2,-3.2

[State 210,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

[State 3001,Voa]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

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

;---------------------------------------------------------------------------
; STAND_X
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 220

[State 220,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 1

[State 220, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 4,8
sparkxy = -6,-53
hitsound   = S5,2              
guardsound = S6,0                
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -3
air.velocity = -2.2,-3.2

[State 3001,Voa]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[State 220, 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 230,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 1

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 61
guardflag = MA
pausetime = 11,11
sparkxy = -6,-47
hitsound   = S5,3              
guardsound = S6,0                
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -3
air.velocity = -2.2,-3.2

[State 3001,Voa]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

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

;---------------------------------------------------------------------------
; STAND_B (Perto)
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 240

[State 240,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 3,11
sparkxy = -6,-54
hitsound   = S5,5              
guardsound = S6,0                
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -6
air.velocity = -2.2,-3.2

[State 3001,Voa]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[State 240, 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,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 19
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-41
sparkno = 0                   ;Spark image group and no (Def: set above)
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, 3]
type = CtrlSet
trigger1 = Time = 4
value = 1

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

;---------------------------------------------------------------------------
;CROUCH_B
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 410

[State 410,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

[State 410, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 25
getpower  = 40
givepower = 40
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -5,-10
sparkno = 0
hitsound   = S5,1            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5

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

;---------------------------------------------------------------------------
;CROUCH_X
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 420

[State 420,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 1

[State 420, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 39
getpower  = 40
givepower = 40
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -5,-10
sparkno = 1
hitsound   = S5,2            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5

[State 420, 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 430,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200,1

[State 430, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 21
getpower  = 20
givepower = 20
hitflag = MAFD
guardflag = L
pausetime = 6,6
sparkxy = -5,-10
sparkno = 0
hitsound   = S5,2            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -1
air.velocity = -2
guard.velocity = -2

[State 430,4]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 21
getpower  = 20
givepower = 20
hitflag = MAFD
guardflag = L
pausetime = 6,6
sparkxy = -5,-30
sparkno = 0
hitsound   = S5,2            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -3
air.velocity = -3
guard.velocity = -2

[State 430,Fim]
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 600,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 32
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-58
hitsound   = S5,2              
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 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 610,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 48
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = S5,3            
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

;---------------------------------------------------------------------------
;JUMP_X
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 620

[State 620,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 1

[State 620, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 34
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = S5,4            
guardsound = S6,0                
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 620, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_Y
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 630

[State 630,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 1

[State 630, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 50
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = S5,5            
guardsound = S6,0                
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 630, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;Agarrão(Throw)
[Statedef 900]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 900

[State 900,Pegou]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = P2Name = "Vegeta by OverMind"
attr = S, NT
snap = 24,-11
p2stateno = 910
sparkno = -1
sparkxy = -1
guard.sparkno = -1

[State 900,Pegou]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = P2Name != "Vegeta by OverMind"
attr = S, NT
snap = 22,-6
p2stateno = 910
sparkno = -1
sparkxy = -1
guard.sparkno = -1

[State 900,Pegou]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
hitsound   = S5,4            
p2stateno = 910
sparkno = 2
sparkxy = 8,-50
guard.sparkno = -1

[State 900,Pegou]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
hitsound   = S5,4            
p2stateno = 910
sparkno = 2
sparkxy = 8,-50
guard.sparkno = -1

[State 900,Pegou]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
;hitsound   = S5,4            
p2stateno = 910
sparkno = 2
sparkxy = 8,-50
guard.sparkno = -1

[State 900,Pegou]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
damage = 30
sparkno = 2
sparkxy = 8,-50
guard.sparkno = -1
hitsound   = S5,4            
guardsound = S6,0                
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5,-4.6
fall = 1

[State 900, Fim]
type = changestate
trigger1 = MoveHit = 0
trigger1 = Time > 3
value = 0
ctrl = 1

[State 900, Fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;Agarrão
[Statedef 910]
type    = S
movetype= H
physics = S
ctrl = 0
anim = 5000

[state 910,life]
type = lifeadd
trigger1 = time = 1
value = -25

[State 900, Fim]
type = changestate
trigger1 = time = 100
value = 5050
ctrl = 1

;---------------------------------------------------------------------------
; Final Flash
[Statedef 2000]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2000
ctrl = 0

[State 2000,1000]
type = PowerAdd
trigger1 = animelem = 3
trigger1 = power < 2000
value = -1000

[State 2000,2000]
type = PowerAdd
trigger1 = animelem = 3
trigger1 = power >= 2000
value = -2000

[State 7500,hit.no.voa]
type = null;StateTypeSet
trigger1 = Time >= 0
trigger1 = Pos Y != 0
value = a

[State 2000,Som]
type = PlaySnd
trigger1 = Time = 0
value = 2000, 0

[State 2000,NoHit]
type = NotHitBy
trigger1 = Time > 34
value = ,NP,SP,NA,SA

[State 2000, 1]
type = SuperPause
trigger1 = animelem = 1
pos = 21, -41
anim = -1
time = 36


[State 2000,Raio]
type = Explod
trigger1 = AnimElem = 1
anim = 6666
pos = 21,-42
ownpal = 1
;postype = left
sprpriority = 3
removetime = 36
supermovetime = 36

[State 9999,Foto]
type = Explod
trigger1 = AnimElem = 1
anim = 9999
pos = 157,237
ownpal = 1
postype = left
sprpriority = -4
removetime = 36
supermove = 1
supermovetime = 36

[State 2000,Raio2]
type = Explod
trigger1 = AnimElem = 1
anim = 6666
pos = -19,-42
ownpal = 1
sprpriority = 3
removetime = 36
supermovetime = 36

[State 2000,Fundo]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
Time = 36
value = 0, 0, 0
under = 1
supermove = 1

[State 2000, 3]
type = Projectile
trigger1 = AnimElem = 2
trigger1 = power >= 2000
projanim = 2050
projhitanim = 2051
projhits = 60
projmisstime = 1
projremanim = 2051
projshadow = -1
projpriority = 4
projremovetime = 102
projid = 2050
velocity = 0.001,0.001
offset = 8,-45
attr = S, HP
animtype  = Heavy
damage    = 10,5
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 6
guardflag = MA
pausetime = 1,3
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6,-3
air.velocity = -6,-2
fall.animtype = Hard
fall = 1

[State 3000, 1]
type = projectile
trigger1 = animelem = 2
trigger1 = power < 2000
projanim = 2055
projhits = 40
projmisstime = 2
projremovetime = 100
projremove = 0
projid = 3050
velocity = 0,0
offset = 15,-60
attr = S, HP
animtype  = Hard
damage    = 10,5
getpower  = 0
guardflag = MA
pausetime = 1,3
sparkno = -1
sparkxy = -1
guard.sparkno = -1
hitsound   = S5,4            
guardsound =  6,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6,-3
air.velocity = -6,-2
fall = 1

[State 3001,Fim.no.voa]
type = ChangeState
trigger1 = animtime = 0
trigger1 = pos Y < 0
value = 3001

[State 2000,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Gyarric Gun Fire(Corrida)
[Statedef 3000]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3000
ctrl = 0
poweradd = -1000

[State 2000, 1]
type = SuperPause
trigger1 = animelem = 1
pos = 21, -41
anim = -1
time = 36

[State 9999,Foto]
type = Explod
trigger1 = AnimElem = 1
anim = 9999
pos = 157,237
ownpal = 1
postype = left
sprpriority = -4
removetime = 36
supermove = 1
supermovetime = 36


[State 2000,Fundo]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
Time = 36
value = 0, 0, 0
under = 1
supermove = 1

[State 3000,1]
type = VelSet
trigger1 = Time > 4
x = 5.3

[State 3000, Super D]
type = AfterImage
trigger1 = AnimElem = 2
time = 100
trans = add
timegap = 2
framegap = 2
length = 5
palcontrast = 208,208,248 
palbright = 5,16,54

[State 3000,Hit]
type = HitDef
trigger1 = Time = 0
attr = S, HT
hitflag = MAF
priority = 2, Miss    ;Throw has low priority, should be miss or dodge type.
sprpriority = -2      ;Behind opponent
sparkno = -1
p2facing = 1
p1stateno = 3051
p2stateno = 3052


[State 3000,Super B]
type = PlaySnd
trigger1 = AnimElem = 1
value = F20,0 

[State 3000,3]
type = ChangeState
trigger1 = Time >= 65
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Gyarric Gun Fire (Parte do P1)
[Statedef 3051]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3050
ctrl = 0
poweradd = -1500

[State 3051,Som]
type = PlaySnd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
trigger7 = AnimElem = 32
trigger8 = AnimElem = 36
trigger9 = AnimElem = 40
trigger10 = AnimElem = 44
trigger11 = AnimElem = 48
trigger12 = AnimElem = 52
trigger13 = AnimElem = 56
trigger14 = AnimElem = 60
trigger15 = AnimElem = 64
trigger16 = AnimElem = 68
trigger17 = AnimElem = 10
trigger18 = AnimElem = 14
trigger19 = AnimElem = 18
trigger20 = AnimElem = 22
trigger21 = AnimElem = 26
trigger22 = AnimElem = 30
trigger23 = AnimElem = 34
trigger24 = AnimElem = 38
trigger25 = AnimElem = 42
trigger26 = AnimElem = 46
trigger27 = AnimElem = 50
trigger28 = AnimElem = 54
trigger29 = AnimElem = 58
trigger30 = AnimElem = 62
trigger31 = AnimElem = 66
trigger32 = AnimElem = 70
trigger33 = AnimElem = 3
value = 3000,0

[State 3051,2]
type = null;SuperPause
trigger1 = AnimElem = 1
pos = 32,-35 
anim = 30

[State 3051,Proj]
type = Projectile
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
trigger7 = AnimElem = 32
trigger8 = AnimElem = 36
trigger9 = AnimElem = 40
trigger10 = AnimElem = 44
trigger11 = AnimElem = 48
trigger12 = AnimElem = 52
trigger13 = AnimElem = 56
trigger14 = AnimElem = 60
projanim = 2850
ProjHitAnim = 3333      ;Action id when fireball hits
velocity = 0,6.5
offset = 10,2
attr = A, HP
;animtype  = Hard
;damage    = 0
;getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 2,2
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 5
ground.hittime  = 2
ground.velocity = 0,0.0001
air.velocity = 0,0.0001
fall.animtype = Low
fall = 0
air.hittime = 3
p2facing = 1
p2stateno = 3003
fall = 0

[State 3051,Proj 2]
type = Projectile
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
trigger4 = AnimElem = 22
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
trigger7 = AnimElem = 34
trigger8 = AnimElem = 38
trigger9 = AnimElem = 42
trigger10 = AnimElem = 46
trigger11 = AnimElem = 50
trigger12 = AnimElem = 54
trigger13 = AnimElem = 58
projanim = 2850
ProjHitAnim = 3333      ;Action id when fireball hits
velocity = 0,6.5
offset = -10,2
attr = A, HP
;animtype  = Hard
;damage    = 0
;getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 2,2
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 5
ground.hittime  = 2
ground.velocity = 0,0.0001
air.velocity = 0,0.0001
fall.animtype = Low
fall = 0
air.hittime = 3
p2facing = 1
p2stateno = 3003
fall = 0

[State 3051,Proj 2]
type = Projectile
trigger1 = AnimElem = 62
projanim = 2850
ProjHitAnim = 3333      ;Action id when fireball hits
velocity = 0,6.5
offset = -10,2
attr = A, HP
;animtype  = Hard
;damage    = 0
;getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 2,2
hitsound   = S5,4            
guardsound = S6,0                
ground.type = None
ground.slidetime = 5
ground.hittime  = 2
ground.velocity = 0,1
air.velocity = 0,1
fall.animtype = Hard
fall = 1
p2facing = 1
p2stateno = 3004
fall = 0

[State 3051, 3]
type = VelSet
trigger1 = AnimElem = 3
y = -6

[State 3051, 4]
type = VelSet
trigger1 = AnimElem = 4
x = 0
y = 0

[State 3051,Bola]
type = Projectile
trigger1 = AnimElem = 63
projanim = 3500
projremovetime = 27
velocity = 0,0
offset = 0,-85
attr = A, HP
animtype  = Hard
damage    = 6
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 3,3
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 22
ground.hittime  = 5
ground.velocity = -2
air.velocity = -3,-3
fall.animtype = Hard
fall = 1

[State 3051,Bola1]
type = Projectile
trigger1 = AnimElem = 64
projanim = 3550
projhits = 11
projremove = 0
projmisstime = 2
projshadow = -1
projpriority = 50
projremovetime = 102
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projid = 3550
velocity = 0,7.7
offset = 0,-85
attr = A, HP
animtype = Back
damage  = 20
sparkno = -1
sparkxy = -1
priority  = 6
hitflag = MAF
guardflag = MA
pausetime = 1,3
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,.1
air.velocity = 0,.1
fall.animtype = Hard
fall = 1
;p2facing = 1
;p2stateno = 3004
;fall = 0


[State 3051,66]
type = PlaySnd
trigger1 = AnimElem = 63
value = 3050,0 

[State 3051,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; Gyarric Gun Fire (Parte do P2)
[Statedef 3052]
type    = A
movetype= H
physics = N

[State 3052,1]
type = ChangeAnim
trigger1 = Time <= 4
value = 5001

[State 3052,2]
type = ChangeAnim
trigger1 = Time >= 5
value = 5050

[State 3052,3]
type = PosAdd
trigger1 = Time = 5
x = 41
y = -47

[State 3052, 6]
type = PosAdd
trigger1 = Time = 11
y = -20

[State 3052, 4]
type = VelSet
trigger1 = Time >= 12
y = -5.5

[State 3052,Para]
type = VelSet
trigger1 = Time >= 30
x = 0
y = 0

[State 3052, 7]
type = VelSet
trigger1 = Time >= 46
x = 0
y = 3.5

[State 3052,8]
type = VelSet
trigger1 = Time >= 68
x = 0 
y = 2 


[State 3052,Fim]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 0
ctrl = 1


[Statedef 3003]
type    = A
movetype= H
physics = N

[State 3003,1]
type = null;ChangeAnim
trigger1 = Time = 0
value = 5110

[State 3003,2]
type = ChangeAnim
trigger1 = Time >= 0
value = 5050

[State 3003,3]
type = VelSet
trigger1 = Time = 1
x = 0
y = .1

[State 3003,Life]
type = LifeAdd
trigger1 = Time = 0
value = -20

[Statedef 3004]
type    = A
movetype= H
physics = N

[State 3004,1]
type = ChangeAnim
trigger1 = Time >= 0
value = 5050

[State 3004,3]
type = VelSet
trigger1 = time >= 0
y = 1.1

[State 3004,4]
type = VelSet
trigger1 = Pos Y = 0
x = 0
y = 0

[State 3004,Life]
type = LifeAdd
trigger1 = Time = 0
value = -20

[State 3003,2]
type = ChangeState
trigger1 = Pos Y = 0
trigger1 = Vel Y >= 0
value = 3005
ctrl = 0

[Statedef 3005]
type    = S
movetype= A
physics = S

[State 3005,3]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3005,2]
type = ChangeAnim
trigger1 = Time = 0
value = 5110
;---------------------------------------------------------------------------
; Carregamento Inicio
[Statedef 730]
type = S
movetype = I
physics = S
anim = 730
velset = 0,0
ctrl = 0

[State 7500,hit.no.voa]
type = null;StateTypeSet
trigger1 = Time >= 0
trigger1 = Pos Y != 0
value = a

[State 191,Som]
type = PlaySnd
trigger1 = AnimElem = 1
value = 190,0

[State 730, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 735

[State 730, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0,4

; Carregamento
[Statedef 735]
type = S
movetype = I
physics = S
velset = 0,0
anim = 735

[State 7500,hit.no.voa]
type = null;StateTypeSet
trigger1 = Time >= 0
trigger1 = Pos Y != 0
value = a

[State 735,Ki]
type = Explod
trigger1 = AnimElem = 1
Anim = 760
Pos = -6,0
sprpriority = -1
removetime = 28
Postype = p1
Bindtime = 1
SuperMove = 1

[state 735,spr]
type = sprpriority
trigger1 = AnimElem = 1
value = 2

[state 735, treme]
type = envshake
trigger1 = time = 1
time = 28
ampl = 2
 
[State 191,Som]
type = PlaySnd
trigger1 = AnimElem = 1
value = 760,0

[State 735, 1]
type = ChangeState
trigger1 = command != "charge"
trigger1 = pos y < 0
value = 3001

[State 735, 1]
type = ChangeState
trigger1 = command != "charge"
value = 740


[State 3001,Fim.no.voa]
type = ChangeState
trigger1 = Power = 3000
trigger1 = pos Y < 0
value = 3001

[State 735,Cheio]
type = ChangeState
trigger1 = Power = 3000
value = 0
ctrl =1

[State 735, 2]
type = PowerAdd
trigger1 = Time = [4,35]
value = 10


[State 735, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 735

; Carregamento-Fim
[Statedef 740]
type = S
movetype = I
physics = S
velset = 0,0
anim = 740

[State 7500,hit.no.voa]
type = null;StateTypeSet
trigger1 = Time >= 0
trigger1 = Pos Y != 0
value = a

[State 3001,Fim.no.voa]
type = ChangeState
trigger1 = animtime = 0
trigger1 = pos Y < 0
value = 3001

[State 740, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; Carregamento-Barra Cheia
[Statedef 741]
type = S
movetype = I
physics = S
anim = 740


[State 741, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,16

[State 3001,Fim.no.voa]
type = ChangeState
trigger1 = animtime = 0
trigger1 = pos Y < 0
value = 3001

[State 741, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Magia_A
[Statedef 1000]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1000
ctrl = 0

[State 1000,Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,0 


[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
;ProjHitAnim = 1006
projsprpriority = 2
velocity = 3.5
offset = 35,2
attr = S, SP
animtype  = Hard
damage    = 53,9
getpower  = 0
sparkno = 0
sparkxy = 12,-35
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6
air.velocity = -3,-3
;palfx.time = 22
;palfx.add = 104,176,248

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

;---------------------------------------------------------------------------
; Magia_B
[Statedef 1500]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1500
ctrl = 0

[State 1500,Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,0 

[State 1500, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
;ProjHitAnim = 1006      ;Action id when fireball hits
velocity = 4.2
offset = 35,2
attr = S, SP
animtype  = Hard
damage    = 72,11
getpower  = 0
sparkno = 0
sparkxy = 12,-35
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6
air.velocity = -3,-3
;palfx.time = 22
;palfx.add = 104,176,248


[State 3001,Voa]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[State 1500,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Magia pro Alto
[Statedef 2500]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2500
ctrl = 0

[State 2500,Som]
type = PlaySnd
trigger1 = Time = 1
value = 2500,0 

[State 2500, 1]
type = Projectile
trigger1 = AnimElem = 3
projanim = 2550
;ProjHitAnim = 1006      ;Action id when fireball hits
velocity = 3.5,-2.4
offset = 0,0
attr = S, SP
animtype  = Hard
damage    = 53,9
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6
air.velocity = -3,-3
fall.animtype = Hard
fall = 1


[State 2500,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Bakuhatsu Ha
[Statedef 2600]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2600
ctrl = 0

[State 2600,Crtl]
type = CtrlSet
trigger1 = Time >= 52
value = 1

[State 2600,Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,0 

[State 2600, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 2650
projhits = 4
projmisstime = 4
projremove = 0
projpriority = 30
projremovetime = 120
projid = 2650
velocity = 0,0
offset = 59,3
attr = S, SA
animtype  = Hard
damage    = 31,11
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 0,15
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 2
ground.hittime  = 11
ground.velocity = -0.1,-10.4
air.velocity = -0.1,-10.4
fall.animtype = Hard
fall = 1

[State 2600,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Knee Attack Counter
[Statedef 2701]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 2700
ctrl = 0

[State 2000,Pause]
type = superpause
trigger1 = animelem = 1
time = 15
anim = -1


[State 2700,1]
type = VelSet
trigger1 = animelem = 2
x = 3
y = -6

[State 2700,Sombra]
type = AfterImage
trigger1 = AnimElem = 1
time = 66
trans = add
timegap = 2
framegap = 2
length = 5
palcontrast = 208,208,248 
palbright = 5,16,54

[State 2700,2]
type = Veladd
trigger1 = time > 4
x = 0.1
y = -0.1

[State 2700,3]
type = null;CtrlSet
trigger1 = AnimElem = 3
value = 1

[State 2700,4]
type = HitDef
trigger1 = Time = 5
trigger2 = Time = 7
trigger3 = Time = 9
attr = S, SA
animtype  = Hard
damage    = 15,8
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
hitsound   = S5,2            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -5,-8.5
air.velocity = -5,-8
fall.animtype = Hard
fall = 1

[State 2700,4]
type = HitDef
trigger1 = Time = 11
trigger2 = Time = 13
attr = S, SA
animtype  = Hard
damage    = 15,8
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
hitsound   = S5,2            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -5,-7
air.velocity = -5,-7.5
fall.animtype = Hard
fall = 1

[State 2700,Fim]
type = ChangeState
trigger1 = AnimElem = 3
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Knee Attack
[Statedef 2700]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 2700
ctrl = 0


[State 2700,1]
type = VelSet
trigger1 = animelem = 2
x = 3
y = -6

[State 2700,Sombra]
type = AfterImage
trigger1 = AnimElem = 1
time = 66
trans = add
timegap = 2
framegap = 2
length = 5
palcontrast = 208,208,248 
palbright = 5,16,54

[State 2700,2]
type = Veladd
trigger1 = time > 4
x = 0.1
y = -0.1

[State 2700,3]
type = null;CtrlSet
trigger1 = AnimElem = 3
value = 1

[State 2700,4]
type = HitDef
trigger1 = Time = 5
trigger2 = Time = 7
trigger3 = Time = 9
attr = S, SA
animtype  = Hard
damage    = 15,8
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
hitsound   = S5,2            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -5,-8.5
air.velocity = -5,-8
fall.animtype = Hard
fall = 1

[State 2700,4]
type = HitDef
trigger1 = Time = 11
trigger2 = Time = 13
attr = S, SA
animtype  = Hard
damage    = 15,8
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
hitsound   = S5,2            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,-7
air.velocity = -3,-7.5
fall.animtype = Hard
fall = 1

[State 2700,Fim]
type = ChangeState
trigger1 = AnimElem = 3
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; Renzoku Energy Dan (Ar)
[Statedef 2800]
type    = A
movetype= A
physics = A
velset = 0,0
anim = 2800
ctrl = 0

[State 2800,Para]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[State 2800, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 2850
;ProjHitAnim = 1006      ;Action id when fireball hits
velocity = 0,3.5
offset = 10,2
attr = S, SP
animtype  = Hard
damage    = 32,9
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 22
ground.hittime  = 8
ground.velocity = 0,-1
air.velocity = -3,-3

[State 2800, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 2850
;ProjHitAnim = 1006      ;Action id when fireball hits
velocity = 0,3.5
offset = -10,2
attr = S, SP
animtype  = Hard
damage    = 31,9
getpower  = 0
sparkno = -1
sparkxy = -1
priority  = 6
guardflag = MA
pausetime = 15,15
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 22
ground.hittime  = 8
ground.velocity = -2
air.velocity = -2,-2
fall.animtype = Hard
fall = 1

[State 3001,Voa]
type = null;ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[State 2800,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Slide
[Statedef 2900]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2900
ctrl = 0

[State 2900,Corr]
type = VelSet
trigger1 = AnimElem = 1
x = 7
y = 0

[State 2900, Sombra]
type = AfterImage
trigger1 = AnimElem = 1
time = 21
trans = add
timegap = 2
framegap = 2
length = 5
palcontrast = 208,208,248 
palbright = 5,16,54

[State 2900,Chute]
type = VelSet
trigger1 = AnimElem = 2
x = 7
y = 0

[State 2900,1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Hard
damage    = 62,11
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
hitsound   = S5,5            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 22
ground.hittime  = 9
ground.velocity = -5,-3
air.velocity = -4,-4
fall.animtype = Hard
fall = 1

[State 2900,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Zanzoken
[Statedef 4000]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
facep2 = 1


[State 4000,PosAdd]
type = PosAdd
trigger1 = Time = 4
x = 225
y = 0

[State 4000,Som]
type = PlaySnd
trigger1 = Time = 1
value = 4000,0

[State 4000,Virar]
type = Turn
trigger1 = Time = 5
value = 1

[State 4000,Imagem]
type = Projectile
trigger1 = Time = AnimElem = 1
projanim = 4050
projremovetime = 20
projsprpriority = -2
projid = 4050
vellocity = 0
offset = 0

[State 4000,1]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 4000,Fim]
type = ChangeState
trigger1 = Time = 6
value = 0
ctrl = 1

;Zanzoken
[Statedef 4050]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
facep2 = 1


[State 4050,PosAdd]
type = PosAdd
trigger1 = Time = 4
x = -100
y = 0

[State 4050,Som]
type = PlaySnd
trigger1 = Time = 1
value = 4000,0



[State 4050,Imagem]
type = Projectile
trigger1 = Time = AnimElem = 1
projanim = 4050
projremovetime = 20
projsprpriority = -2
projid = 4051
vellocity = 0
offset = 0

[State 4050,1]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 4050,Fim]
type = ChangeState
trigger1 = Time = 6
value = 0
ctrl = 1

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

;Zanzoken Aereo
[Statedef 4100]
type    = A
movetype= I
physics = N
velset = 0,0
;anim = 4100
ctrl = 0
facep2 = 1

[State 4000,Som]
type = PlaySnd
trigger1 = Time = 1
value = 4000,0

[State 4000,PosAdd]
type = PosAdd
trigger1 = Time = 4
x = 225
y = 0

[State 4000,Virar]
type = Turn
trigger1 = Time = 5
value = 1

[State 4000,Imagem]
type = Projectile
trigger1 = Time = AnimElem = 1
projanim = 4100
projremovetime = 20
projsprpriority = -2
projid = 4100
vellocity = 0
offset = 0

[State 4000,1]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 4000,Fim]
type = ChangeState
trigger1 = Time = 6
value = 50
ctrl = 1

;Zanzoken Durante Voa
[Statedef 4200]
type    = A
movetype= I
physics = N
velset = 0,0
;anim = 4100
ctrl = 0
facep2 = 1


[State 4000,Som]
type = PlaySnd
trigger1 = Time = 1
value = 4000,0

[State 4000,PosAdd]
type = PosAdd
trigger1 = Time = 4
x = 225
y = 0

[State 4000,Virar]
type = Turn
trigger1 = Time = 5
value = 1

[State 4000,Imagem]
type = Projectile
trigger1 = Time = AnimElem = 1
projanim = 4200
projremovetime = 20
projsprpriority = -2
projid = 4200
vellocity = 0
offset = 0

[State 4000,1]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 4000,Fim]
type = ChangeState
trigger1 = Time = 6
value = 3001
ctrl = 1
;---------------------------------------------------------------------------
;Voar Iniico
[Statedef 3115]
type = A
movetype = A
physics = A
velset = 0,-7.2
poweradd= -100
ctrl = 0
anim = 3115

[State 2700,Sombra]
type = AfterImage
trigger1 = AnimElem = 1
time = 22
trans = add
timegap = 2
framegap = 2
length = 5
palcontrast = 208,208,248 
palbright = 5,16,54

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

[state 3115, fim]
type = changestate
trigger1 = animtime = 0
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

[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

;---------------------------------------------------------------------------
;Big Bang Attack Aereo 
[Statedef 6000]
type = A
movetype = A
physics = A
anim = 6000
velset = 0
ctrl = 0
;poweradd = -1000

[State 6000,Para]
type = VelSet
trigger1 = Time < 100
x = 0
y = 0

[State 6000,Som]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2500,0

[State 6000,Bola]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6500
projhitanim = 6550
velocity = 2,4
offset = 0
attr = A, SP
animtype  = Heavy
damage    = 55,5
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S5,4            
guardsound = S6,0                
ground.type = High
ground.slidetime = 4
ground.hittime  = 4
ground.velocity = -1
air.velocity = -1
fall.animtype = Hard
fall = 0

[State 6000,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
;---------------------------------------------------------------------------------------
;Big Bang Attack Aereo 
[Statedef 6001]
type = A
movetype = A
physics = A
anim = 6000
velset = 0
ctrl = 0
;poweradd = -1000

[State 6000,Para]
type = VelSet
trigger1 = Time < 100
x = 0
y = 0

[State 6000,Som]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2500,0

[State 6000,Bola]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6500
projhitanim = 6550
velocity = 2,4
offset = 0
attr = A, SP
animtype  = Heavy
damage    = 55,5
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S5,4            
guardsound = S6,0                
ground.type = High
ground.slidetime = 4
ground.hittime  = 4
ground.velocity = -1
air.velocity = -1
fall.animtype = Hard
fall = 0

[State 6000,Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
;---------------------------------------------------------------------------
;Ki Release
[Statedef 6101]
type = A
movetype = A
physics = A
anim = 6100
velset = 0,0
ctrl = 0

[State 2000,Pause]
type = superpause
trigger1 = animelem = 1
time = 15
anim = -1

[State 3052,Para]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[state 6100,ki]
type = projectile
trigger1 = animelem = 2
projanim = 6150
projremovetime = 48
projhits = 3
projmisstime = 4
projremove = 0
velocity = 0,0
offset = 0,7
attr = A, SA
animtype  = Heavy
damage    = 45,8
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S5,4            
guardsound = S6,0                
ground.type = High
ground.slidetime = 15	
ground.hittime  = 15
ground.velocity = -3,-7.6
air.velocity = -3,-7.6
air.animtype = Back
air.juggle = 1
fall = 1

[State 191,Som]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800,0

[state 6100,spr]
type = sprpriority
trigger1 = time >= 0
value = 3

[State 191,Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 191,0

[state 6100, fim]
type = changestate
trigger1 = time = 58
value = 50
;---------------------------------------------------------------------------
;Ki Release
[Statedef 6100]
type = A
movetype = A
physics = A
anim = 6100
velset = 0,0
ctrl = 0

[State 3052,Para]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[state 6100,ki]
type = projectile
trigger1 = animelem = 2
projanim = 6150
projremovetime = 48
projhits = 3
projmisstime = 4
projremove = 0
velocity = 0,0
offset = 0,7
attr = A, SA
animtype  = Heavy
damage    = 45,8
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S5,4            
guardsound = S6,0                
ground.type = High
ground.slidetime = 15	
ground.hittime  = 15
ground.velocity = -3,-7.6
air.velocity = -3,-7.6
air.animtype = Back
air.juggle = 1
fall = 1

[State 191,Som]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800,0

[state 6100,spr]
type = sprpriority
trigger1 = time >= 0
value = 3

[State 191,Som]
type = PlaySnd
trigger1 = AnimElem = 2
value = 191,0

[state 6100, fim]
type = changestate
trigger1 = time = 58
value = 50
;---------------------------------------------------------------------------
;Big Bang Attack Aereo (Super)
[Statedef 5500]
type = A
movetype = A
physics = A
anim = 5500
velset = 0,0
ctrl = 0
poweradd = -1000

[State 7000,para]
type = velset
trigger1 = time >= 0
x = 0
y = 0

[State 7000,SomSuper]
type = PlaySnd
trigger1 = time = 9
value = F20,0

[State 7000,Som]
type = PlaySnd
trigger1 = time = 11
value = 5500,0

[State 2000, 1]
type = SuperPause
trigger1 = animelem = 2
pos = 21, -41
anim = -1
time = 84

[State 9999,Foto]
type = Explod
trigger1 = AnimElem = 2
anim = 9999
pos = 157,237
ownpal = 1
postype = left
sprpriority = -4
removetime = 84
supermove = 1
supermovetime = 84

[State 2000,Fundo]
type = Envcolor
trigger1 = AnimElem = 2
persistent = 0
ignorehitpause = 1
Time = 84
value = 0, 0, 0
under = 1
supermove = 1

[State 2000,Raio]
type = Explod
trigger1 = AnimElem = 2
anim = 7025
pos = 30,-25
ownpal = 1
;postype = left
sprpriority = 2
removetime = 84
supermovetime = 84

[State 2000,Fumaça]
type = Explod
trigger1 = projcontact(7050) = 1
anim = 7075
pos = 0,0
ownpal = 1
postype = p2
sprpriority = 2
removetime = 27
supermovetime = 27

[State 7000,SomHit]
type = PlaySnd
trigger1 = projcontact(7050) = 1
value = 7075,0
volume = 100

[State 7000,proj]
type = projectile
trigger1 = time = 11
projanim = 7055
projid = 7050
offset = 30,-25
velocity = 12.5,8
attr = S, HP
animtype  = Heavy
damage    = 350,125
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S7050,0
guardsound = S7050,0
ground.type = Trip
ground.slidetime = 75	
ground.hittime  = 15
ground.velocity = -8,-7.6
air.velocity = -8,-7.6

[State 5500,Fim]
type = ChangeState
trigger1 = animtime = 0
trigger1 = prevstateno = 3001
value = 3001

[State 5500,Fim]
type = ChangeState
trigger1 = animtime = 0
value = 50
;---------------------------------------------------------------------------
;Big Bang Attack
[Statedef 7000]
type = S
movetype = A
physics = S
anim = 7000
velset = 0
ctrl = 0
poweradd = -1000

[State 7000,SomSuper]
type = PlaySnd
trigger1 = time = 9
value = F20,0

[State 7000,Som]
type = PlaySnd
trigger1 = time = 11
value = 5500,0

[State 2000, 1]
type = SuperPause
trigger1 = animelem = 2
pos = 21, -41
anim = -1
time = 84

[State 9999,Foto]
type = Explod
trigger1 = AnimElem = 2
anim = 9999
pos = 157,237
ownpal = 1
postype = left
sprpriority = -4
removetime = 84
supermove = 1
supermovetime = 84

[State 2000,Fundo]
type = Envcolor
trigger1 = AnimElem = 2
persistent = 0
ignorehitpause = 1
Time = 84
value = 0, 0, 0
under = 1
supermove = 1

[State 2000,Raio]
type = Explod
trigger1 = AnimElem = 2
anim = 7025
pos = 30,-50
ownpal = 1
;postype = left
sprpriority = 2
removetime = 84
supermovetime = 84

[State 7000,SomHit]
type = PlaySnd
trigger1 = projcontact(7050) = 1
value = 7075,0
volume = 100

[State 2000,Fumaça]
type = Explod
trigger1 = projcontact(7050) = 1
anim = 7075
pos = 0,0
ownpal = 1
postype = p2
sprpriority = 2
removetime = 27
supermovetime = 27

[State 7000,proj]
type = projectile
trigger1 = time = 11
projanim = 7050
projid = 7050
offset = 30,-50
velocity = 12.5
attr = S, HP
animtype  = Heavy
damage    = 350,125
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 1,3
hitsound   = S7050,0
guardsound = S7050,0
ground.type = Trip
ground.slidetime = 75	
ground.hittime  = 15
ground.velocity = -8,-7.6
air.velocity = -8,-7.6


[state 7000, fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;MvsC Super Pulo Cima
[Statedef 7100]
type    = A
physics = N
anim = 7100
ctrl = 0

[state 7110,ctrl]
type = ctrlset
trigger1 = time >= 1
value = 1

[state 7110, cima]
type = velset
trigger1 = animelem = 1
x = 0
y = -11.9

[state 7100,fim]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1

;MvsC Super Pulo Frente
[Statedef 7110]
type    = A
physics = N
anim = 7100
ctrl = 0

[state 7110,ctrl]
type = ctrlset
trigger1 = time >= 1
value = 1

[state 7110, cima]
type = velset
trigger1 = animelem = 1
x = 8.4
y = -11.9


[state 7100,fim]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1

;MvsC Super Pulo Tras
[Statedef 7120]
type    = A
physics = N
anim = 7100
ctrl = 0

[state 7110,ctrl]
type = ctrlset
trigger1 = time >= 1
value = 1

[state 7110, cima]
type = velset
trigger1 = animelem = 1
x = -8.2
y = -11.9


[state 7100,fim]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;5 Renzokus
[Statedef 7200]
type = S
movetype = A
physics = S
anim = 7200
velset = 0
ctrl = 0

[State 7500,hit.no.voa]
type = StateTypeSet
trigger1 = Time >= 0
trigger1 = Pos Y != 0
value = a

[State 1000,Som]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
value = 3000,0 

[State 7000,proj]
type = projectile
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
projanim = 7250
projhitanim = 7275
projid = 7250
offset = 30,-45
velocity = 8.5
attr = S, SP
animtype  = Heavy
damage    = 25,10
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 6,12
hitsound   = S5,5
guardsound = S6,0
ground.type = Trip
ground.slidetime = 20	
ground.hittime  = 15
ground.velocity = -5.2,-4.5
air.velocity = -5.2,-4.5

[state 7200,fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;50 Renzokus
[Statedef 7500]
type = S
movetype = A
physics = S
anim = 7500
velset = 0,0
ctrl = 0

[State 7500,hit.no.voa]
type = null;StateTypeSet
trigger1 = Time >= 0
trigger1 = Pos Y != 0
value = a

[State 2000, 1]
type = SuperPause
trigger1 = time = 3
anim = -1
poweradd = -1500
time = 50

[State 2000,Raio]
type = Explod
trigger1 = time = 3
anim = 6666
pos = 30,-45
ownpal = 1
;postype = left
sprpriority = 3
removetime = 50
supermovetime = 50

[State 9999,Foto]
type = Explod
trigger1 = time = 3
anim = 9999
pos = 157,237
ownpal = 1
postype = left
sprpriority = -4
removetime = 50
supermove = 1
supermovetime = 50


[State 2000,Fundo]
type = Envcolor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
Time = 50
value = 0, 0, 0
under = 1
supermove = 1

[State 1000,Som]
type = PlaySnd
trigger1 = time = 3
value = F20,0 

[State 1000,Som]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
value = 3000,0 

[State 7000,proj]
type = projectile
trigger1 = animelem = 3
trigger2 = animelem = 5
trigger3 = animelem = 7
trigger4 = animelem = 9
trigger5 = animelem = 11
projanim = 7250
projhitanim = 7275
projpriority = 8
projid = 7250
offset = 30,-45
velocity = 8.5
attr = S, HP
animtype  = Heavy
damage    = 10,5
getpower  = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 4,4
hitsound   = S5,5
guardsound = S6,0
ground.type = Low
ground.slidetime = 12	
ground.hittime  = 12
ground.velocity = -2
air.velocity = -2

[state 7200,fim]
type = changestate
trigger1 = time = 400
trigger1 = prevstateno = 3001
value = 3001

[state 7200,fim]
type = changestate
trigger1 = time = 400
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Driving Elbow
[Statedef 7600]
type = S
movetype = A
physics = S
anim = 7600
velset = 0,0
ctrl = 0

[State 1000,Som]
type = PlaySnd
trigger1 = animelem = 2
value = 3000,0 

[State 7600,1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype  = Hard
damage    = 75,35
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 6,6
sparkxy = -10,-60
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Low
ground.slidetime = 26
ground.hittime  = 12
ground.velocity = -7
air.velocity = -7

[state 7600,vel]
type = velset
trigger1 = animelem = 5
trigger2 = animelem = 6
x = 3
y = 0

[state 7600,vel1]
type = velset
trigger1 = animelem = 7
x = 4.5
y = 0

[state 7600,vel2]
type = velset
trigger1 = animelem = 8
x = .5
y = 0

[state 7600,fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Back Elbow
[Statedef 7700]
type = S
movetype = A
physics = S
anim = 7700
velset = 0,0
ctrl = 0

[State 7600,1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Hard
damage    = 75,35
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 6,6
sparkxy = -10,-60
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Trip
ground.slidetime = 26
ground.hittime  = 12
ground.velocity = -7,-5
air.velocity = -7,-5

[state 7600,vel]
type = veladd
trigger1 = time >= 5
trigger1 = time <= 19
trigger2 = time >= 24
trigger2 = time <= 35
x = 2
y = 0

[state 7600,vel.0]
type = velset
trigger1 = animelem = 3
trigger2 = animelem = 6
x = 0
y = 0

[state 7600,vira]
type = turn
trigger1 = animelem = 4
value = 1

[state 7600,fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Sway Elbow
[Statedef 7800]
type = S
movetype = A
physics = S
anim = 7800
velset = 0,0
ctrl = 0

[State 7600,1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Hard
damage    = 75,35
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 6,6
sparkxy = -10,-60
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Trip
ground.slidetime = 26
ground.hittime  = 12
ground.velocity = -7,-5
air.velocity = -7,-5

[state 7600,vel]
type = veladd
trigger1 = time >= 5
trigger1 = time <= 19
x = -2
y = 0

[state 7600,vel]
type = veladd
trigger1 = time >= 24
trigger1 = time <= 45
x = 2
y = 0

[state 7600,vel.0]
type = velset
trigger1 = animelem = 3
trigger2 = animelem = 6
x = 0
y = 0

[state 7600,vira]
type = null;turn
trigger1 = animelem = 4
value = 1

[state 7600,fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Dash Elbow
[Statedef 7900]
type = S
movetype = A
physics = S
anim = 7900
velset = 0,0
ctrl = 0

[State 7600,1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Hard
damage    = 75,35
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 6,6
sparkxy = -10,-60
hitsound   = S5,4            
guardsound = S6,0                
ground.type = Trip
ground.slidetime = 26
ground.hittime  = 12
ground.velocity = -7,-5
air.velocity = -7,-5

[state 7600,vel]
type = veladd
trigger1 = time >= 4
trigger1 = time <= 24
x = 2.7
y = 0

[state 7600,vel.0]
type = velset
trigger1 = animelem = 1
trigger2 = animelem = 3
x = 0
y = 0


[state 7600,vira]
type = null;turn
trigger1 = animelem = 4
value = 1

[state 7600,fim]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Suicide Bomb
[Statedef 8000]
type = S
movetype = A
physics = S
anim = 8000
velset = 0,0
ctrl = 0

[State 191, 0]
type = VarSet
trigger1 = time = 0
v = 3
value = 1  

[State 2000,1000]
type = LifeAdd
trigger1 = time = 46
value = -1199

[State 7000,SomHit]
type = PlaySnd
trigger1 = projcontact(8050) = 1
value = 7075,0
volume = 100

[State 8000,Som]
type = PlaySnd
trigger1 = AnimElem = 4
value = 191,0
volume = 200

[State 7000,proj]
type = projectile
trigger1 = animelem = 4
projanim = 8050
projremovetime = 50
projremove = 0
projpriority = 8
projid = 8050
offset = 0,-45
velocity = 0,0
attr = S, HP
animtype  = Heavy
damage    = 9999,9999
getpower  = 0
givepower = 0
sparkno = -1
sparkxy = -1
guard.sparkno = -1
priority  = 1
guardflag = MA
pausetime = 4,4
hitsound   = S5,5
guardsound = S6,0
ground.type = Trip
ground.slidetime = 999	
ground.hittime  = 9
ground.velocity = 0,-25
air.velocity = 0,-25
fall = 1


[State 2000, 1]
type = SuperPause
trigger1 = animelem = 3
anim = -1
poweradd = -3000
time = 50


[State 9999,Foto]
type = Explod
trigger1 = animelem = 3
anim = 9999
pos = 157,237
ownpal = 1
postype = left
sprpriority = -4
removetime = 50
supermove = 1
supermovetime = 50


[State 2000,Fundo]
type = Envcolor
trigger1 = animelem = 3
persistent = 0
ignorehitpause = 1
Time = 50
value = 0, 0, 0
under = 1
supermove = 1

[State 1000,Som]
type = PlaySnd
trigger1 = time = 3
value = F20,0 

[state 8000,sobe]
type = veladd
trigger1 = animelem = 2
trigger1 = time >= 0
y = -6

[state 8000,sobe]
type = velset
trigger1 = animelem = 3
y = 0

[state 8000,fim]
type = changestate
trigger1 = animelem = 4, > 4
trigger1 = numprojid(8050) = 0
;trigger1 = P2Life > 0
value = 5050
ctrl = 0

[state 8000,fim]
type = null;changestate
trigger1 = win = 1
trigger2 = lose = 1
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
[Statedef -2]

[state -2,spr]
type = sprpriority 
trigger1 = stateno = 0
trigger2 = stateno = 50
trigger3 = stateno = 3001
value = 0

[state -2,defesa.no.voa]
type = changestate
triggerall = time >= 0
triggerall = pos Y < 0
triggerall = stateno = 0
trigger1 = command != "holdback"
trigger1 = p2movetype != A
trigger2 = command = "holdback"
trigger2 = p2movetype != A
trigger3 = command = "holdfwd"
trigger4 = command = "holdup"
trigger5 = command = "holddown"
value = 3001

[state -2,defesa.no.voa]
type = changestate
triggerall = time >= 0
triggerall = pos Y < 0
triggerall = stateno = 20
trigger1 = command != "holdback"
trigger1 = p2movetype != A
trigger2 = command = "holdback"
trigger2 = p2movetype != A
trigger3 = command = "holdfwd"
trigger4 = command = "holdup"
trigger5 = command = "holddown"
value = 3001


; 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

;---------------------------------------------------------------------------
 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
;---------------------------------------------------------------------------
;AIR DASH
[Statedef 101]
type    = A
physics = N
anim = 100

[State 100, 1]
type = VelSet
trigger1 = 1
x = 6
y = 0

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


[State 100, 2]
type = ChangeState
trigger1 = command != "holdfwd"
trigger2 = command = "holddown"
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;AIR DASH BACK
[Statedef 106]
type    = A
physics = N
anim = 105

[State 100, 1]
type = VelSet
trigger1 = 1
x = -6
y = 0

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


[State 100, 2]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = command = "holddown"
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; 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
