[Data]
life = 500          ;Amount of life to start with
attack = 50         ;100% attack power (more is stronger)
defence = 50        ;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 = 10     ;Player width (back, ground)
ground.front = 10    ;Player width (front, ground)
air.back = 11        ;Player width (back, air)
air.front = 20       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
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 = 1
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection

[Velocity]
walk.fwd  = 5.1      ;Walk forward
walk.back = -5.0     ;Walk backward
run.fwd  = 4.1, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -4.1,-3.5 ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-7.9    ;Neutral jumping velocity (x, y)
jump.back = -2.8     ;Jump back Speed (x, y)
jump.fwd = 2.9       ;Jump forward Speed (x, y)
runjump.fwd = 3.6    ;.
airjump.neu = 0      ;.
airjump.back = -2.55 ;Air jump speeds (opt)
airjump.fwd = 2.5    ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .35         ;Vertical acceleration
stand.friction = .8  ;Friction coefficient when standing
crouch.friction = .8 ;Friction coefficient when crouching


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



;---------------------------------------------------------------------------
; 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
anim = 180 

[State 180, 1]
type = AssertSpecial
trigger1 = Time = [0,80]
flag = roundnotover

[State -2, Snd]
type = PlaySnd
trigger1 = Time = 20
value = 1,1

;---------------------------------------------------------------------------
; STAND_A
[Statedef 200]
number = 6
type    = S
movetype= A
physics = S
poweradd= 45
ctrl = 0
anim = 200
velset = 0

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

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 2          
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 53                   ;Damage that move inflicts
animtype = Light
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFDP
givepower = 0
pausetime = 10,10                ;Time attacker pauses, time opponent shakes
sparkxy = 0,-50                  ;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 = 6,0                 ;Sound to play on guard
ground.type = Low                ;Type (refer to testp.h)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 15             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
air.type = High                  ;Type (refer to testp.h)
air.velocity = -1.3,-1           ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;STAND_B
[Statedef 210]
type    = S
movetype= A
physics = N
poweradd= 70
ctrl = 0
anim = 210
velset = 0,0

[State -2, Snd]
type = PlaySnd
trigger1 = Time = 0
value = 0,3

[State 210, 5]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 77
animtype = Hard
guardflag = MA
hitflag = MAFDP
givepower = 0
pausetime = 10,10
sparkxy =  0,-84
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
ground.velocity = -6
air.type = Low
air.velocity = -3.1,-3.3
airguard.velocity = -3.5,-2.5

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;STAND_X
[Statedef 230]
type    = S
movetype= A
physics = S
poweradd= 30
ctrl = 0
anim = 230
velset = 0

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

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 39
animtype = Light
guardflag = MA
hitflag = MAFDP
givepower = 0
pausetime = 8,9
sparkxy =  -5,-50
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5

[State 230, 3]
type = CtrlSet
trigger1 = AnimTime = -1
value = 1

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

;---------------------------------------------------------------------------
;STAND_X (FWD)
[Statedef 235]
type    = S
movetype= A
physics = S
poweradd= 60
ctrl = 0
anim = 235
velset = 0,0

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

[State 235, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, NA
damage   = 32
animtype = Hard
guardflag = MA
hitflag = MAFDP
givepower = 0
pausetime = 10,10
sparkxy =  -5,-60
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 14
ground.velocity = 0,-7
air.velocity = 0,-7
airguard.velocity = -3,-2.8
fall = 1
fall.recovertime = 60

[State 235, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;STAND_Y
[Statedef 240]
type    = S
movetype= A
physics = S
poweradd= 60
ctrl = 0
anim = 240
velset = 0,0

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

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 67
animtype = Hard
guardflag = MA
hitflag = MAFDP
givepower = 0
pausetime = 10,10
sparkxy =  -5,-60
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 14
ground.velocity = -4.2
air.velocity = -2.5,-3.2
airguard.velocity = -3,-2.8

[State 240, 3]
type = Width
trigger1 = Time = 0
value = 15

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;STAND_Y (FWD)
[Statedef 245]
type    = S
movetype= A
physics = S
poweradd= 60
ctrl = 0
anim = 245
velset = 0,0

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

[State 245, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 67
animtype = Hard
guardflag = MA
hitflag = MAFDP
givepower = 0
pausetime = 10,10
sparkxy =  -5,-60
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 14
ground.velocity = 0,-7
air.velocity = 0,-7
airguard.velocity = -3,-2.8
fall = 1
fall.recovertime = 60

[State 245, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_A
[Statedef 400]
type    = S
movetype= A
physics = C
poweradd= 30
ctrl = 0
anim = 400
velset = 0,0

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

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 43
animtype = Light
guardflag = LA
hitflag = MAFDP
givepower = 0
pausetime = 11,11
sparkxy = -10,-24
hitsound   = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4.1
air.type = High
air.velocity = -1.4,-3

[State 400, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_B
[Statedef 410]
type    = S
movetype= A
physics = C
poweradd= 60
ctrl = 0
anim = 410
velset = 0,0

[State -2, Snd]
type = PlaySnd
trigger1 = Time = 0
value = 0,3

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 73
animtype = Hard
animtype = Med
guardflag = LA
hitflag = MAFDP
givepower = 0
pausetime = 11,11
sparkxy = -10,-21
hitsound   = 5,3
guardsound = 6,0
ground.type = Trip
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5
air.type = Trip
air.velocity = -1.8,-3.1

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

;---------------------------------------------------------------------------
; CROUCH_X
[Statedef 430]
number = 6
type    = S
movetype= A
physics = S
poweradd= 30
ctrl = 0
anim = 430

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

[State 430, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage    = 46
animtype = Light
guardflag = MA
hitflag = MAFDP
givepower = 0
pausetime = 9,9
sparkxy = -5,-45
hitsound   = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.type = High
air.velocity = -1.2,-3
guard.velocity = -5

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

;---------------------------------------------------------------------------
; CROUCH_Y
[Statedef 440]
type    = S
movetype= A
physics = S
poweradd= 60
ctrl = 0
anim = 440

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

[State 440, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 63
animtype = Hard
guardflag = MA
hitflag = MAFDP
givepower = 0
pausetime = 11,11
sparkxy = -5,-40
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.7
air.type = High
air.velocity = -1.5,-3.2

[State 440, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_A
[Statedef 600]
type    = A
movetype= A
physics = A
poweradd= 45
ctrl = 0
anim = 600

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

[State 600, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 53
animtype = Light
guardflag = HA
hitflag = MAFDP
givepower = 0
pausetime = 9,9
sparkxy =  -5,-65
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3.6
air.velocity = -2.2,-3
airguard.velocity = -3,-2.5

[State 600, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_B
[Statedef 610]
type    = A
movetype= A
physics = A
poweradd= 70
ctrl = 0
anim = 610

[State -2, Snd]
type = PlaySnd
trigger1 = Time = 0
value = 0,3

[State 610, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
attr = A, NA
damage   = 75
animtype = Hard
guardflag = HA
hitflag = MAFDP
givepower = 0
pausetime = 11,11
sparkxy =  -5,-60
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3,-2.5

[State 610, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_X
[Statedef 630]
type    = A
movetype= A
physics = A
poweradd= 30
ctrl = 0
anim = 630

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

[State 630, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 49
animtype = Light
guardflag = HA
hitflag = MAFDP
givepower = 0
pausetime = 9,9
sparkxy =  -5,-60
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5

;---------------------------------------------------------------------------
;JUMP_Y
[Statedef 640]
type    = A
movetype= A
physics = A
poweradd= 60
ctrl = 0
anim = 640

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

[State 640, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 65
animtype = Hard
guardflag = HA
hitflag = MAFDP
givepower = 0
pausetime = 8,11
sparkxy =  -5,-60
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3,-2.5

[State 640]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

;---------------------------------------------------------------------------
;JUMP_Y (DOWN)
[Statedef 645]
type    = A
movetype= A
physics = A
poweradd= 60
ctrl = 0
anim = 645

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

[State 645, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 65
animtype = Hard
guardflag = HA
hitflag = MAFDP
givepower = 0
pausetime = 4,0
sparkxy =  -5,-60
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4,10
air.velocity = -2.5,10
airguard.velocity = -3.3,1
fall = 1
fall.recover = 0

[State 645, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 645]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[Statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
poweradd = 100
ctrl = 0

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 7
attr = S, SA
damage   = 45,4
animtype = Hard
guardflag = MA
hitflag = MAFDP
givepower = 0
pausetime = 8,11
sparkxy =  -5,-60
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3,-2.5

[State 1000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1000, 3]
type = VelSet
trigger1 = Time >= 0
x = 4

;---------------------------------------------------------------------------
;Tri-Kick
[Statedef 1010]
type = S
movetype = A
physics = S
anim = 1010
poweradd = 100
ctrl = 0
velset = 10

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage   = 45,4
animtype = Hard
guardflag = MA
hitflag = MAFDP
givepower = 0
pausetime = 8,11
sparkxy =  -5,-60
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 12
ground.velocity = -.5
air.velocity = 0,-2
airguard.velocity = -3.3,-2.5
forcestand = 1

[State 1010, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage   = 45,4
animtype = Hard
guardflag = LA
hitflag = MAFDP
givepower = 0
pausetime = 8,11
sparkxy =  -5,-60
hitsound   = 5,3
guardsound = 6,0
ground.type = Lo
ground.slidetime = 0
ground.hittime  = 12
ground.velocity = -.5
air.velocity = 0,-2
airguard.velocity = -3.3,-2.5
forcestand = 1

[State 1010, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage   = 45,4
animtype = Hard
guardflag = MA
hitflag = MAFDP
givepower = 0
pausetime = 8,11
sparkxy =  -5,-60
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 12
ground.velocity = -.5
air.velocity = 0,-2
airguard.velocity = -3.3,-2.5
forcestand = 1

[State 1010, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1010, 5]
type = VarSet
trigger1 = Time = 0
v = 5
value = 0

[State 1010, 6]
type = VarSet
trigger1 = command = "sk"
trigger1 = Time = [0,23]
v = 5
value = 1

[State 1010, 7]
type = ChangeState
trigger1 = Var(5) = 1
trigger1 = Time = 24
value = 1011

;---------------------------------------------------------------------------
;Tri-Kick - ENDER
[Statedef 1011]
type = S
movetype = A
physics = S
anim = 1011
poweradd = 100
ctrl = 0
velset = 10

[State 1011, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage   = 45,4
animtype = DaigUp
guardflag = MA
hitflag = MAFDP
givepower = 0
pausetime = 8,11
sparkxy =  -5,-60
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -18,-8
air.velocity = -18,-8
airguard.velocity = -3.3,-2.5
p2getp1stateno = 1
p2stateno = 1015
p2facing = 1
fall = 1
fall.recover = 0

[State 1011, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 4003

[State 4002, Screen]
type = ScreenBound
trigger1 = movehit = 1
value = 0

;---------------------------------------------------------------------------
;Hit By ENDER
[Statedef 1015]
type = A
movetype = H
physics = N
ctrl = 0

[State 1015, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 1015, Vel]
type = VelSet
trigger1 = Time = 0
x = -18
y = -3

[State 1015, Vel]
type = VelSet
trigger1 = Time >= 1
x = -18

[State 1015, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1016

;---------------------------------------------------------------------------
;Hit By ENDER - Hit Wall
[Statedef 1016]
type = A
movetype = H
physics = A
ctrl = 0

[State 1016, Turn]
type = Turn
trigger1 = Time = 0
value = 1

[State 1016, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 1016, Vel]
type = VelSet
trigger1 = Time = 1
x = -1
y = -8

[State 1016, State]
type = SelfState
trigger1 = AnimTime = 0
value = 5050

;---------------------------------------------------------------------------
;Stomp
[Statedef 1020]
type = A
movetype = A
physics = A
anim = 1020
poweradd = 100
ctrl = 0
velset = 2,0,0

[State 1020, 1]
type = HitDef
trigger1 = timemod = 2, 0
attr = A, SA
damage   = 12,4
animtype = Hard
guardflag = MA
hitflag = MAFDP
givepower = 0
pausetime = 8,4
sparkxy =  -5,-60
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -1
air.velocity = -2.5,.5
airguard.velocity = -3.3,-2.5

[State 1020, 2]
type = VelSet
trigger1 = Time >= 0
x = 2

;---------------------------------------------------------------------------
;Knee
[Statedef 1030]
type = A
movetype = A
physics = S
anim = 1030
poweradd = 100
ctrl = 0
velset = 4,-4,0

[State 1030, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
attr = A, SA
damage   = 12,4
animtype = Hard
guardflag = MA
hitflag = MAFDP
givepower = 0
pausetime = 8,4
sparkxy =  -5,-60
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -1,-5
air.velocity = -1,-3
airguard.velocity = -3.3,-2.5
fall = 1
fall.recover = 0

[State 1020, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 1030, 3]
type = VelSet
trigger1 = AnimElem = 4
x = 2
y = -2

[State 1030, 4]
type = VelSet
trigger1 = Time = 23
x = 2

;---------------------------------------------------------------------------
;Dash Punch
[Statedef 1050]
type = S
movetype = A
physics = S
anim = 1050
poweradd = 100
ctrl = 0
velset = 0,0,0

[State 1050, 1]
type = NotHitBy
trigger1 = Time = 6
value = SCA
time = 12

[State 1050, 2]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage   = 45,4
animtype = Hard
guardflag = MA
hitflag = MAFDP
givepower = 0
pausetime = 0,4
sparkxy =  -5,-60
hitsound   = 5,3
guardsound = 6,0
ground.type = Lo
ground.slidetime = 0
ground.hittime  = 30
ground.velocity = 0
air.velocity = 0,-3
airguard.velocity = -3.3,-2.5

[State 1050, 3]
type = PosAdd
trigger1 = AnimElem = 6
x = 25

[State 1050, 4]
type = PosAdd
trigger1 = AnimElem = 7
x = 10

[State 1050, 5]
type = PosAdd
trigger1 = AnimElem = 8
x = 25

[State 1050, 6]
type = PosAdd
trigger1 = AnimElem = 9
x = 15

[State 1050, 7]
type = PosAdd
trigger1 = AnimElem = 10
x = -15

[State 1050, 8]
type = Explod
trigger1 = AnimElem = 4
anim = 1055
ontop = 1
pos = -100,-60
postype = p1
removetime = -2

[State 1050, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
;Super Punches
[Statedef 4000]
type = S
movetype = I
physics = N
anim = 20
ctrl = 0
velset = 0,0,0
poweradd = -1000

[State 4000, 1]
type = SuperPause
trigger1 = Time = 0
pos = 0,0
anim = -1

[State 4000, 2]
type = Playsnd
trigger1 = Time = 0
value = F20,0

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

[State 4000, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 4

[State 4000, 4]
type = NotHitBy
trigger1 = Time >= 4
value = SA
time = 1

[State 4000, 5]
type = ChangeState
trigger1 = p2bodydist X <= 0
value = 4001

[State 4000, 6]
type = VelSet
trigger1 = Time >= 1
x = 7

;---------------------------------------------------------------------------
[Statedef 4001]
type = S
movetype = A
physics = S
anim = 1040
ctrl = 0
velset = 0,0,0

[State 4001, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage   = 11,5
animtype = Hard
guardflag = MA
hitflag = MAFDP
givepower = 0
pausetime = 4,11
sparkxy =  -5,-60
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -0
air.type = High
air.velocity = -0,-1
airguard.velocity = -0,-1

[State 4001, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage   = 11,5
animtype = Hard
guardflag = MA
hitflag = MAFDP
givepower = 0
pausetime = 4,11
sparkxy =  -5,-60
hitsound   = 5,3
guardsound = 6,0
ground.type = Lo
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -0
air.type = Lo
air.velocity = -0,-1
airguard.velocity = -0,-1

[State 4001, 2]
type = ChangeState
trigger1 = Time = 57
trigger1 = movehit = 1
value = 4002

[State 4001, 3]
type = ChangeState
trigger1 = Time = 57
trigger1 = movehit = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 4002]
type = S
movetype = A
physics = S
anim = 1041
ctrl = 0
velset = 0,0,0

[State 4002, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage   = 100,50
animtype = DaigUp
guardflag = MA
hitflag = MAFDP
givepower = 0
pausetime = 20,11
sparkxy =  -5,-60
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -15,-8
air.velocity = -15,-8
airguard.velocity = -4,-4
fall = 1
fall.recover = 0

[State 4002, 2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = movehit = 1
value = 4003

[State 4002, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = movehit = 0
value = 0
ctrl = 1

[State 4002, Screen]
type = ScreenBound
trigger1 = movehit = 1
value = 0

[State 4002, width]
type = Width
trigger1 = Time >= 0
value = 30,30

;---------------------------------------------------------------------------
[Statedef 4003]
type = S
movetype = I
physics = N
anim = 0
velset = 0,0,0

[State 4003, 1]
type = ChangeState
trigger1 = Time >= 15
value = 0
ctrl = 1

[State 4003, 2] ; Run in
type = ChangeState
trigger1 = Time = [0,14]
trigger1 = BackEdgeDist < -10
value = 4004

[State 4003, 3]
type = ScreenBound
trigger1 = Time >= 0
value = 0

;---------------------------------------------------------------------------
[Statedef 4004]
type = S
movetype = I
physics = N
anim = 20
velset = 7,0,0

[State 4004, 1]; Run in
type = VelSet
trigger1 = Time = 0
trigger1 = BackEdgeDist < -10
x = 7

[State 4004, 2] ; Run in Stop
type = ChangeState
trigger1 = Time = 15
value = 0
ctrl = 1

[State 4004, 3]
type = ScreenBound
trigger1 = Time = 0
trigger1 = BackEdgeDist <= -10
value = 0

;---------------------------------------------------------------------------
;Genocide Cutter - Start
[Statedef 2000]
type = S
movetype = I
physics = S
anim = 2000
ctrl = 0
velset = 0,0,0

[State 2000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 12

[State 2000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2001

;---------------------------------------------------------------------------
;Genocide Cutter - Air
[Statedef 2001]
type = A
movetype = A
physics = S
anim = 2001
ctrl = 0
velset = 0,-2,0

[State 2001, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
attr = S, SA
damage   = 80,11
animtype = Up
guardflag = MA
hitflag = MAFDP
givepower = 0
pausetime = 8,11
sparkxy =  -5,-60
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 1,-5
air.velocity = 1,-3
airguard.velocity = -4,-4
fall = 1
fall.recover = 0

[State 2001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2002

;---------------------------------------------------------------------------
;Genocide Cutter - Part 2
[Statedef 2002]
type = A
movetype = A
physics = S
anim = 2002
ctrl = 0
velset = 0,-2,0

[State 2002, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage   = 80,11
animtype = Up
guardflag = MA
hitflag = MAFDP
givepower = 0
pausetime = 8,11
sparkxy =  -5,-60
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0,-8
air.velocity = 0,-8
airguard.velocity = -4,-4
fall = 1
fall.recover = 0

[State 2002, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2003

;---------------------------------------------------------------------------
;Genocide Cutter - Fall
[Statedef 2003]
type = A
movetype = I
physics = A
anim = 2003
ctrl = 0
velset = 0,-1,0

[State 2002, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 2004

;---------------------------------------------------------------------------
;Genocide Cutter - Fall
[Statedef 2004]
type = A
movetype = I
physics = A
anim = 41
ctrl = 0

[State 2002, 1]
type = Turn
trigger1 = Time = 0
value = 1

;---------------------------------------------------------------------------
; States that are always checked (use -2) :
;---------------------------------------------------------------------------

[Statedef -2]

[State -2, 1]
type = NotHitBy
trigger1 = anim = 5030
trigger2 = anim = 5050
trigger3 = stateno = 5030
trigger4 = stateno = 5050
trigger5 = anim = 5070
trigger6 = stateno = 5070
trigger7 = stateno = 5110
trigger8 = anim = 5110
trigger9 = anim = 5160
trigger10 = anim = 5170
trigger11 = anim = 5035
trigger12 = anim = 5035
trigger13 = stateno = 5100
trigger14 = anim = 5100
value = SCA
time = 1

[State -2, 2]
type = ChangeState
triggerall = command = "gc"
trigger1 = stateno = 5000
trigger2 = anim = 5000
trigger3 = stateno = 5010
trigger4 = anim = 5010
trigger5 = stateno = 5020
trigger6 = anim = 5020
trigger7 = stateno = 5001
trigger8 = anim = 5001
trigger9 = stateno = 5011
trigger10 = anim = 5011
trigger11 = stateno = 5021
trigger12 = anim = 5021
trigger13 = stateno = 5002
trigger14 = anim = 5002
trigger15 = stateno = 5012
trigger16 = anim = 5012
trigger17 = stateno = 5022
trigger18 = anim = 5022
value = 2000

[State -2, 3]
type = ChangeState
triggerall = command = "dp"
trigger1 = stateno = 5000
trigger2 = anim = 5000
trigger3 = stateno = 5010
trigger4 = anim = 5010
trigger5 = stateno = 5020
trigger6 = anim = 5020
trigger7 = stateno = 5001
trigger8 = anim = 5001
trigger9 = stateno = 5011
trigger10 = anim = 5011
trigger11 = stateno = 5021
trigger12 = anim = 5021
trigger13 = stateno = 5002
trigger14 = anim = 5002
trigger15 = stateno = 5012
trigger16 = anim = 5012
trigger17 = stateno = 5022
trigger18 = anim = 5022
value = 1050

; 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

;---------------------------------------------------------------------------
; States that are always checked in self's rc (use -3) :
;---------------------------------------------------------------------------

[Statedef -3]

[State -3, 1]
type = PlaySnd
triggerall = Time = 1
triggerall = alive
trigger1 = anim = 5000
trigger2 = anim = 5010
trigger3 = anim = 5020
value = 1,2 + (random % 2)



