; Future Trunks's constants.
; Format (case insensitive):
; [groupname]        
; constname = "value"
; Var(10) = Escolhe a pose de vitória

[Data]
life = 1200          ;Amount of life to start with
attack = 110         ;100% attack power (more is stronger)
defence = 110        ;100% defensive power (more is stronger)
fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 60    ;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 15       ;Can do 15 points of juggling
sparkno = 2        ;Default spark number
guard.sparkno = 40 ;Default guard spark number
KO.echo = 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   
head.pos = -4, -53   ;Approximate position of head
mid.pos = -3, -35    ;Approximate position of midsection

[Velocity]
walk.fwd  = 2.0      ;Walk forward
walk.back = -2.0     ;Walk backward
run.fwd  = 4.6, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -4.5,-3.8 ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-9.8    ;Neutral jumping velocity (x, y)
jump.back = -2.55,-9.1        ;Jump back Speed (x, y)
jump.fwd = 2.5,-9.1           ;Jump forward Speed (x, y)
runjump.back = -2.55,-9.1 ;Running jump speeds (opt)
runjump.fwd = 4,-9.1      ;.
airjump.neu = 0,-9.1      ;.
airjump.back = -2.55,-9.1 ;Air jump speeds (opt)
airjump.fwd = 2.5,-9.1    ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .57         ;Vertical acceleration
stand.friction = .8  ;Friction coefficient when standing
crouch.friction = .8 ;Friction coefficient when crouching

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

;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

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

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

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

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

; Final 
;Animação do Final

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

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

; WIN
[Statedef 189]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 10,13

[State 180, 2] ;Win 
type = VarSet
trigger1 = Matchover != 1
v = 10
value = 11

[State 180, 2] ;Win2 
type = VarSet
trigger1 = Matchover = 1
v = 10
value = 12

[State 180, 2] ;Win3 ( ganha com pouco life )
type = VarSet
trigger1 = life <= 250
v = 10
value = 13

[State 180, 8]
type = ChangeState
trigger1 = Var(10) = 11
value = 181

[State 180, 9]
type = ChangeState
trigger1 = Var(10) = 12
value = 182

[State 180, 9]
type = ChangeState
trigger1 = Var(10) = 13
value = 183

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

;---------------------------------------------------------------------------
; WIN2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0,0

[State 192, envshake]
type = EnvShake
trigger1 = AnimElem = 2
time = 70

[State 3000, 2]
type = explod
trigger1 = animelem = 2
anim = 6015
pos = 1,0
postype = p1
sprpriority = -2
bindtime = 1
supermove = 1
time = 114

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

;---------------------------------------------------------------------------
; WIN3
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0,0

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

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

[State 192, envshake]
type = EnvShake
trigger1 = AnimElem = 2
time = 70

[State 3000, 2]
type = explod
trigger1 = animelem = 2
anim = 6015
pos = 1,0
postype = p1
sprpriority = -2
bindtime = 1
supermove = 1
ownpal = 1

[State 3000, 2]
type = explod
trigger1 = animelem = 19
anim = 199
pos = -4,-69
vel = -3,-2
postype = p1
sprpriority = 2
removetime = 100
supermove = 1
bindtime = 1

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

[State 190, 1] ;If opponent 
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Raditz";"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"
;trigger20= P2Name = "Raditz"
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 192, envshake]
type = EnvShake
trigger1 = AnimElem = 2
time = 70

[State 3000, 2]
type = explod
trigger1 = animelem = 2
anim = 6015
pos = 1,0
postype = p1
sprpriority = -2
bindtime = 1
supermove = 1
ownpal = 1

[State 3000, 2]
type = explod
trigger1 = animelem = 19
anim = 199
pos = -4,-69
vel = -3,-2
postype = p1
sprpriority = 2
removetime = 100
supermove = 1
bindtime = 1

[State 192, 2]
type = ChangeState
trigger1 = AnimTime = -10
value = 0


 RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100

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

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


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

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

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

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


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

;---------------------------------------------------------------------------
; STAND_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 = Playsnd
trigger1 = AnimElem = 2
value = 12,0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
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 = 7,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -10,-60                ;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 = 6,0                 ;Sound to play on guard
; mindist  = 0,0,0                 ;Min distance of p2 from p1 when hit
; maxdist  = 0,0,0                 ;Max distance of p2 from p1 when hit
; snap = 0,0,0                     ;Snaps p2 to position rel to p1
ground.type = High                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -4              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
; air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed
;air.hittime = 20                  ;Time before oppoment regains control in air
; attack.width = 3, 3              ;Override default attack width
; fall = 0                         ;1 to cause opponent to fall (def: 0)
; fall.damage = 0                  ;Damage opponent takes on fall
; fall.velocity = n/a,-4.5         ;X, Y-velocity after bouncing off ground
; fall.animtype = Back             ;Animation type for falling people (def: Back)
; air.fall = 0                     ;1 to cause opponent to fall if in air (def: same as fall)
; down.velocity = ?,?              ;Velocity for opponents lying down (def: same as air.velocity)
; down.hittime = 20                ;Time opponent is stunned on ground (only for down.y-velocity = 0) (def: 20)
; down.bounce = 0                  ;Set to 1 for opponent to bounce on ground (def: 0)

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

;---------------------------------------------------------------------------
; STAND_Y ( perto )
[Statedef 203]
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
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 203                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)

[State 200, 1]
type = Playsnd
trigger1 = AnimElem = 2
value = 12,0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 23                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -10,-60                ;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 = 6,0                 ;Sound to play on guard
; mindist  = 0,0,0                 ;Min distance of p2 from p1 when hit
; maxdist  = 0,0,0                 ;Max distance of p2 from p1 when hit
; snap = 0,0,0                     ;Snaps p2 to position rel to p1
ground.type = High                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -4              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
; air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed
;air.hittime = 20                  ;Time before oppoment regains control in air
; attack.width = 3, 3              ;Override default attack width
; fall = 0                         ;1 to cause opponent to fall (def: 0)
; fall.damage = 0                  ;Damage opponent takes on fall
; fall.velocity = n/a,-4.5         ;X, Y-velocity after bouncing off ground
; fall.animtype = Back             ;Animation type for falling people (def: Back)
; air.fall = 0                     ;1 to cause opponent to fall if in air (def: same as fall)
; down.velocity = ?,?              ;Velocity for opponents lying down (def: same as air.velocity)
; down.hittime = 20                ;Time opponent is stunned on ground (only for down.y-velocity = 0) (def: 20)
; down.bounce = 0                  ;Set to 1 for opponent to bounce on ground (def: 0)

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

;---------------------------------------------------------------------------
; STAND_X
[Statedef 206]
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 = 206                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)

[State 200, 1]
type = Playsnd
trigger1 = AnimElem = 2
value = 12,0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
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 = 7,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -10,-60                ;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 = 6,0                 ;Sound to play on guard
; mindist  = 0,0,0                 ;Min distance of p2 from p1 when hit
; maxdist  = 0,0,0                 ;Max distance of p2 from p1 when hit
; snap = 0,0,0                     ;Snaps p2 to position rel to p1
ground.type = High                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -4              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
; air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed
;air.hittime = 20                  ;Time before oppoment regains control in air
; attack.width = 3, 3              ;Override default attack width
; fall = 0                         ;1 to cause opponent to fall (def: 0)
; fall.damage = 0                  ;Damage opponent takes on fall
; fall.velocity = n/a,-4.5         ;X, Y-velocity after bouncing off ground
; fall.animtype = Back             ;Animation type for falling people (def: Back)
; air.fall = 0                     ;1 to cause opponent to fall if in air (def: same as fall)
; down.velocity = ?,?              ;Velocity for opponents lying down (def: same as air.velocity)
; down.hittime = 20                ;Time opponent is stunned on ground (only for down.y-velocity = 0) (def: 20)
; down.bounce = 0                  ;Set to 1 for opponent to bounce on ground (def: 0)

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

;---------------------------------------------------------------------------
; Espadada 
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 205

[State 210, 1] 
type = PlaySnd
trigger1 = Time = 3
value = 50, 0

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 7
value = 51, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 55
guardflag = MA
pausetime = 5,11
sparkno = 12
sparkxy = -10,-60
hitsound   = S52,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2

[State 210, 3]
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 = 2
anim = 210

[State 200, 1]
type = Playsnd
trigger1 = AnimElem = 2
value = 13,0

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[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 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = S5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

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

[State 210, 4]
type = ChangeState
trigger1 = command  = "fwd_a"
value = 300

;---------------------------------------------------------------------------
; STAND_B ( dragon Ball Z 2 )
[Statedef 300]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
anim = 300

[State 200, 1]
type = Playsnd
trigger1 = AnimElem = 4
value = 12,0

[State 210, 2] ;Gravity
type = VelAdd
trigger1 = AnimElem = 2, [2, 4]
y = 0
x = 2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Hard
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -10,-60
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

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

;---------------------------------------------------------------------------
;CROUCH_Y
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 15
ctrl = 0
anim = 400

[State 200, 1]
type = Playsnd
trigger1 = AnimElem = 2
value = 12,0

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 23
animtype  = Light
guardflag = L
pausetime = 10,12
sparkxy = -2,-31
hitsound   = S5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_X
[Statedef 406]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 15
ctrl = 0
anim = 406

[State 200, 1]
type = Playsnd
trigger1 = AnimElem = 2
value = 12,0

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 23
animtype  = Light
guardflag = L
pausetime = 10,12
sparkxy = -2,-5
hitsound   = S5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Espadada Baixa
[Statedef 405]
type    = C
movetype= A
physics = C
juggle  = 15
poweradd= 70
ctrl = 0
anim = 405

[State 410, 2]
type = PlaySnd
trigger1 = Time = 3
value = 50, 0

[State 410, 2]
type = PlaySnd
trigger1 = AnimElem = 7
value = 51, 0

[State 410, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
animtype  = Light
damage    = 62
guardflag = L
pausetime = 5,12
sparkxy = -10,-5
sparkno = 12
hitsound   = S52,0
guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4,-3
air.velocity = -4
guard.velocity = -5
down.velocity = -7,0
down.hittime = 20

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

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

[State 200, 1]
type = Playsnd
trigger1 = AnimElem = 2
value = 13,0

[State 410, 2] ;Gravity
type = VelAdd
trigger1 = AnimElem = 2, [2, 5]
y = 0
x = 2

[State 410, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 62
guardflag = L
pausetime = 12,12
sparkxy = -5,-10
sparkno = 1
hitsound   = S5,2
guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

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

;---------------------------------------------------------------------------
;JUMP_A
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 11
ctrl = 0
anim = 600

[State 200, 1]
type = Playsnd
trigger1 = AnimElem = 2
value = 12,0

[State 600, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 12
getpower  = 10
givepower = 10
guardflag = HA
pausetime = 7,8
sparkxy = -10,-10
hitsound   = S5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-1

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

;---------------------------------------------------------------------------
;JUMP_X
[Statedef 606]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 11
ctrl = 0
anim = 606

[State 200, 1]
type = Playsnd
trigger1 = AnimElem = 2
value = 12,0

[State 600, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 12
getpower  = 10
givepower = 10
guardflag = HA
pausetime = 7,8
sparkxy = -10,-40
hitsound   = S5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,2

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

;---------------------------------------------------------------------------
;JUMP com espada
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 55
ctrl = 0
anim = 605

[State 610, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 50, 0

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 7
value = 51, 0

[State 600, 2]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage    = 76
getpower  = 10
givepower = 10
priority = 0
guardflag = HA
pausetime = 3,8
sparkxy = -10,-10
sparkno = 12
hitsound   = S52,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 25
ground.velocity = -4
air.velocity = -3,7
air.recover = 0
air.fall = 1

[State 610, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
;JUMP_A
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 55
ctrl = 0
anim = 610

[State 200, 1]
type = Playsnd
trigger1 = AnimElem = 2
value = 13,0

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
guardflag = HA
pausetime = 9,10
sparkxy = -10,-10
hitsound   = S5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 25
ground.velocity = -4
air.velocity = -3,7
air.recover = 0
air.fall = 1

[State 610, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;-------------------------------------------------------------------------
; Balão (inicio)
[Statedef 800]
type = S
movetype = A
physics = S
anim = 800
velset = 0,0
ctrl = 0

[State 1600, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
priority = 2, miss
sparkno = -1
snap = 32,0,0,1
p1stateno = 810
p2stateno = 820

[State 1600, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------
; Balão ( sucesso )
[Statedef 810]
type = S
movetype = A
physics = S
anim = 810
velset = 0,0

[State 1601, Invincibility]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1601, SFX1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 80,0

[State 1601, Push]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1601, Damage]
type = TargetLifeAdd
trigger1 = animtime = 0
value = -60

[State 1601, Bind1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 10,0

[State 1601, Bind2]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = 10,0

[State 1601, Bind2]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = 10,0

[State 1601, 12]
type = TargetState
trigger1 = AnimElem = 4
value = 821

[State 1602, Turn]
type = Turn
trigger1 = AnimElem = 5

[State 1601, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw_d (hit by, on ground)
[Statedef 820]
type    = A
movetype= H ;Get hit
physics = N
velset = 0,0
ctrl = 0

[State 930, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

[State 930, 2]
type = HitBy
Trigger1 = Time >= 0
value = SCA
time = 1

;-------------------------------------------------------------------------
; Player 2 estado
[Statedef 821]
type    = A
movetype= H ;Get hit
physics = N
velset = 3.5,-8
anim = 5050
ctrl = 0

[State 931, 1]
type = PosAdd
Trigger1 = Time = 0
x =  10
y = -20

[State 931, 2] ;Gravity
type = VelAdd
Trigger1 = Time > 0
y = .4

[State 931, 3]
type = LifeAdd
Trigger1 = Time = 0
value = -60

[State 931, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5100 ;Hit ground

;-------------------------------------------------------------------------
; Enche Power
[Statedef 954]
type = S
physics = S
anim = 954
ctrl = 0
velset = 0,0,0

[State 954, FuwaVar1]
type = VarSet
Triggerall = Pos Y < 0
Trigger1 = Var(2) = 2
Trigger1 = Vel Y >= 2.4
Trigger2 = Time = 0
v = 2
value = 1

[State 954, FuwaVar2]
type = VarSet
Trigger1 = Pos Y < 0
Trigger1 = Var(2) = 1
Trigger1 = Vel Y <= -2.4
v = 2
value = 2

[State 954, FuwaUp]
type = VelAdd
Trigger1 = Pos Y < 0
Trigger1 = Var(2) = 1
y = -0.3

[State 954, FuwaDown]
type = VelAdd
Trigger1 = Pos Y < 0
Trigger1 = Var(2) = 2
y = 0.3

[State 954, FuwaEndVar]
type = VarSet
Triggerall = Pos Y < 0
trigger1 = command != "hold_s"
v = 2
value = 0

[State 954, 1]
type = Explod
triggerall = IsHelper != 1
trigger1 = NumExplod(6050) = 0
trigger1 = NumExplod(6050) = 0
trigger1 = NumExplod(6050) = 0
id = 6050
anim = 6050
pos = 1,0
sprpriority = -3
removeongethit = 1
removetime = -1
bindtime = -1
ownpal = 1

[State 954, 1] 
type = EnvShake
trigger1 = TimeMod = 4,0
time = 3
ampl = 3
freq = 127

[State 954, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 700,1

[State 954, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 700,1

[State 954, 2]
type = PowerAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
value = 32

[State 954, remove o KI]
Type = RemoveExplod
trigger1 = AnimTime = 0
ID = 6050

[State 954, 4]
type = ChangeState
trigger1 = command != "hold_s"
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Sequencia ( dragon Ball Z 2 )
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
anim = 1000

[State 1300, Super D]
type = AfterImage
trigger1 = Time = 0
trans = add1
TimeGap  = 1
FrameGap = 6
time = 20
length = 15
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1;.9, .9, .9

[State 200, 1]
type = Playsnd
trigger1 = AnimElem = 1
trigger1 = AnimElem = 2
trigger1 = AnimElem = 4
trigger1 = AnimElem = 6
value = 12,0

[State 210, 2] ;Gravity
type = VelAdd
trigger1 = AnimElem = 1, [1, 4]
y = 0
x = 4

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 20
guardflag = MA
pausetime = 8,11
sparkxy = -10,-60
hitsound   = S5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = -1
air.velocity = -2.2,-3.2

[State 210, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Hard
damage    = 40
guardflag = MA
pausetime = 12,11
sparkxy = -10,-60
hitsound   = S5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 23
ground.velocity = -15
air.velocity = -2.2,-3.2

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Sequencia ( dragon Ball Z 3 )
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
anim = 1010

[State 1300, Super D]
type = AfterImage
trigger1 = Time = 0
trans = add1
TimeGap  = 1
FrameGap = 6
time = 20
length = 15
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1;.9, .9, .9

[State 200, 1]
type = Playsnd
trigger1 = AnimElem = 1
trigger1 = AnimElem = 2
trigger1 = AnimElem = 4
trigger1 = AnimElem = 7
trigger1 = AnimElem = 8
value = 12,0

[State 210, 2] ;Gravity
type = VelAdd
trigger1 = AnimElem = 1, [1, 4]
y = 0
x = 4

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 20
guardflag = MA
pausetime = 8,11
sparkxy = -10,-60
hitsound   = S5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = -1
air.velocity = -2.2,-3.2

[State 210, 3]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
attr = S, NA
animtype  = Hard
damage    = 40
guardflag = MA
pausetime = 12,11
sparkxy = -10,-60
hitsound   = S5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = -4,-6
air.velocity = -4,-6
Fall = 1

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Magia fraca
[Statedef 1020]
type    = S
movetype= A
physics = S
poweradd = 100
velset = 0,0
juggle = 0
ctrl = 0
anim = 1020

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 80, 0

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6000
projhitanim = 6003
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 40,-58
velocity = 3
attr = S, SP
damage   = 60,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Magia Forte
[Statedef 1030]
type    = S
movetype= A
physics = S
poweradd = 100
velset = 0,0
juggle = 0
ctrl = 0
anim = 1020

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 80, 0

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6000
projhitanim = 6003
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 40,-58
velocity = 5
attr = S, SP
damage   = 60,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Magia Tripla fraca
[Statedef 1050]
type    = S
movetype= A
physics = S
poweradd = 100
velset = 0,0
juggle = 0
ctrl = 0
anim = 1050

[State 1000, 1]
type = Explod
trigger1 = AnimElem = 2
anim = 6001
pos = 9,-54
sprpriority = 2
removeongethit = 1
bindtime = 1
time = 19

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 3
value = 80, 0

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 3
projanim = 6000
projhitanim = 6003
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 24,-54
velocity = 3
attr = S, SP
damage   = 30,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1000, 5]
type = Projectile
trigger1 = AnimElem = 3
projanim = 6000
projhitanim = 6003
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 15,-70
velocity = 3
attr = S, SP
damage   = 30,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1000, 6]
type = Projectile
trigger1 = AnimElem = 3
projanim = 6000
projhitanim = 6003
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 15,-39
velocity = 3
attr = S, SP
damage   = 30,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Magia Tripla Forte
[Statedef 1060]
type    = S
movetype= A
physics = S
poweradd = 100
velset = 0,0
juggle = 0
ctrl = 0
anim = 1050

[State 1000, 1]
type = Explod
trigger1 = AnimElem = 2
anim = 6001
pos = 9,-54
sprpriority = 2
bindtime = 1
time = 19

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 3
value = 80, 0

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 3
projanim = 6000
projhitanim = 6003
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 24,-54
velocity = 5
attr = S, SP
damage   = 30,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1000, 5]
type = Projectile
trigger1 = AnimElem = 3
projanim = 6000
projhitanim = 6003
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 15,-70
velocity = 5
attr = S, SP
damage   = 30,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1000, 6]
type = Projectile
trigger1 = AnimElem = 3
projanim = 6000
projhitanim = 6003
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 15,-39
velocity = 5
attr = S, SP
damage   = 30,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Magia Rasteira
[Statedef 1070]
type    = C
movetype= A
physics = S
poweradd = 100
velset = 0,0
juggle = 0
ctrl = 0
anim = 1030

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 80, 0

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6030
projhitanim = 6003
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 37,-1
velocity = 9
attr = C, NA
damage   = 60,10
animtype = heavy
guardflag = L
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-5
air.animtype = Back
air.velocity = -4,-5
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
fall.recover = 0

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Aerial kick (inicio) 
[Statedef 1850]
type    = A     
movetype= A     
physics = A     
juggle  = 0     
velset = 0,0
ctrl = 0  
anim = 1850
poweradd = 130

[State 200, 1]
type = Playsnd
trigger1 = AnimElem = 2
value = 13,0

[State 1300, Super D]
type = AfterImage
trigger1 = Time = 0
trans = add1
TimeGap  = 1
FrameGap = 6
time = 20
length = 15
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1;.9, .9, .9

[State 1601, 1]
type = VelAdd
trigger1 = Time > 0
y = .25

[State 1601, 1]
type = VelSet
trigger1 = AnimElem = 1, [0, 11]
x = 7

[State 1601, 1]
type = VelSet
trigger1 = AnimElem = 2, 
x = 7

[State 1601, 1] ;Gravity
type = VelAdd
trigger1 = AnimElem = 1, [0, 11]
y = 2
x = 7

[State 1601, 1]
type = VelMul
trigger1 = AnimTime >= -9
x = .85

[State 1601, 1] ;Back friction
type = VelMul
trigger1 = Vel X < 0
x = .85

[State 1601, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 100,30
guardflag = MA
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound   = S5,2
guardsound = 6,0
animtype = Back
ground.type = High
ground.slidetime = 12
ground.hittime  = 23
ground.velocity = -4,-5
air.velocity = -4,-5
fall = 1
fall.recover = 0
p1stateno = 1851

[State 1200, 5]
type = Changestate
trigger1 = movehit = 1
trigger2 = MoveGuarded = 1
value = 1851

[State 1200, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; Aerial kick (Final) 
[Statedef 1851]
type    = A     
movetype= A     
physics = A     
juggle  = 0     
ctrl = 0  
anim = 1851

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[State 1601, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 1852
ctrl = 0

;---------------------------------------------------------------------------
; Aerial kick (Final) 
[Statedef 1852]
type    = A     
movetype= A     
physics = A     
juggle  = 0     
ctrl = 0  
anim = 1852

[State 1601, 0]
type = VelSet
trigger1 = AnimElem = 1
x = -6

[State 1601, 0]
type = VelSet
trigger1 = AnimElem = 1 
x = -6

[State 1601, 0] ;Gravity
type = VelAdd
trigger1 = AnimElem = 1
y = -7
x = -6

[State 1601, 0]
type = VelMul
trigger1 = AnimTime >= -9
x = .85

[State 1601, 0] ;Back friction
type = VelMul
trigger1 = Vel X < 0
x = .85

[State 1601, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
; Rasteira Attack
[Statedef 2000]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 410

[State 200, 1]
type = Playsnd
trigger1 = AnimElem = 2
value = 13,0

[State 1300, Super D]
type = AfterImage
trigger1 = Time = 0
trans = add1
TimeGap  = 1
FrameGap = 6
time = 20
length = 15
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1;.9, .9, .9

[State 410, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 410, 2] ;Gravity
type = VelAdd
trigger1 = AnimElem = 2, [2, 5]
y = 0
x = 6

[State 410, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 90,10
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -5,-10
sparkno = 1
hitsound   = S5,2
guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 23
ground.velocity = -3,-6
air.velocity = -3,-6
guard.velocity = -6
fall = 1
fall.recover = 0

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


;---------------------------------------------------------------------------
; Voar inicio
[Statedef 1800]
type = A
movetype = I
physics = A
juggle  = 7
velset = 0, -8, 0
poweradd= 70
ctrl = 0
anim = 1800

[State 1300, Super D]
type = AfterImage
trigger1 = Time = 0
trans = add1
TimeGap  = 1
FrameGap = 6
time = 20
length = 15
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1;.9, .9, .9

[State 410, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 80, 0

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1900
ctrl = 1

;---------------------------------------------------------------------------
;Voar
[Statedef 1900]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1900
velset = 0,0

[State 1900, para1]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(2) = 0
trigger2 = Pos Y < -405
x = 0
y = 0

[State 1900, para2]
type = ChangeAnim
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Anim != 1900
value = 1900

[State 1900,fuwaVar(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 1900,fuwaVar(2)]
type = VarSet
trigger1 = Var(2) = 1
trigger1 = Vel Y <= -2.4
trigger2 = P2BodyDist Y > 405
trigger2 = Vel Y < 0
v = 2
value = 2

[State 1900,fuwaUp]
type = VelAdd
trigger1 = Var(2) = 1
y = -0.2

[State 1900,fuwaDown]
type = VelAdd
trigger1 = Var(2) = 2
y = 0.2

[State 1900,fuwaEnd]
type = VelSet
triggerall = Var(2) != 0
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
y = 0

[State 1900,fuwaEndVar]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
v = 2
value = 0

[State 1900, UpBorder]
type = PosSet
trigger1 = Pos Y < -405
y = -405

[State 1500, UpBorder2a]
type = PosAdd
trigger1 = P2BodyDist Y > 405
trigger1 = Vel Y < 0
y = 1

[State 1500, UpBorder2b]
type = VelSet
trigger1 = P2BodyDist Y > 405
trigger1 = Vel Y < 0
y = 0

[State 1900, GoDown1]
type = VelAdd
trigger1 = command = "holddown"
y = 0.3

[State 1900,GoDown2]
type = VelSet
trigger1 = command = "holddown"
trigger1 = Vel Y < 0 
y = 0

[State 1900, GoUpAnim]
type = ChangeAnim
trigger1 = Anim != 2004
trigger1 = command = "holddown"
value = 1904

[State 1900, GoUp1]
type = VelAdd
trigger1 = command = "holdup"
y = -0.3

[State 1900,GoUp2]
type = VelSet
trigger1 = command = "holdup"
trigger1 = Vel Y > 0 
y = 0

[State 1900, GoUpAnim]
type = ChangeAnim
trigger1 = Anim != 1903
trigger1 = command = "holdup"
value = 1903

[State 1900, GoBack1]
type = VelAdd
trigger1 = command = "holdback"
x = -0.3

[State 1900,GoBack2]
type = VelSet
trigger1 = command = "holdback"
trigger1 = Vel X > 0 
x = 0

[State 1900, GoBackAnim]
type = ChangeAnim
triggerall = Anim != 1902
trigger1 = command = "holdback"
;trigger2 = command = "holddown"
value = 1902

[State 1900, GoFwd1]
type = VelAdd
trigger1 = command = "holdfwd"
x = 0.3

[State 1900,GoFwd2]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = Vel X < 0 
x = 0

[State 1900, GoFwdAnim]
type = ChangeAnim
trigger1 = Anim != 1901
trigger1 = command = "holdfwd"
value = 1901

[State 1900,Turn]
type = Turn
trigger1 = P2dist X < 0

[State 1900,Land]
type = ChangeState
trigger1 = Pos Y >= 0
value = 50
ctrl = 1

[State 2000,End]
type = ChangeState
trigger1 = Time > 2
trigger1 = command = "fly"
value = 1202
ctrl = 1

[State 2000,WinALose]
type = ChangeState
trigger1 = Win = 1
trigger2 = Lose = 1
value = 1202

;---------------------------------------------------------------------------
[Statedef 1202]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1202

[State 210, 3]
type = VelAdd
trigger1 = AnimElem = 1
trigger1 = AnimElem <= 2
x = -0.3

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1900

[State 210, 3]
type = ChangeState
trigger1 = time = 60
value = 1203

;---------------------------------------------------------------------------
[Statedef 1203]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1203

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1900

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

;---------------------------------------------------------------------------
; Zanzoken ( aleatório )
[statedef 700]
type = S
Movetype = I
Physics = S
Anim = 700
ctrl = 0

[state 700, 0]
type = playsnd
trigger1 = animelem = 1
value = 700,0

[State 700, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[state 700, 2]
triggerall = p2bodydist X < 30
type = posadd
trigger1 = animelem = 7
x = -500

[state 700, 3]
triggerall = p2bodydist X < 500
type = posadd
trigger1 = animelem = 7
x = 300

[state 700, 3]
triggerall = p2bodydist X < 60
type = posadd
trigger1 = animelem = 7
x = -100

[State 700, 4]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1900

[state 700 ,5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Multi Slash Attack
[Statedef 2020]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 2020

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 9
value = 50, 0

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 13
value = 51, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
attr = S, SA
animtype  = Hard
damage    = 30,20
guardflag = MA
pausetime = 2,11
sparkno = 12
sparkxy = -20,-30
hitsound   = S52,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = -2
air.velocity = -2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
animtype  = Hard
damage    = 40,20
guardflag = MA
pausetime = 6,11
sparkno = 12
sparkxy = -20,-30
hitsound   = S52,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2,-5
air.velocity = -4,-5
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0

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

;---------------------------------------------------------------------------
; Multi Slash Attack ( dash )
[Statedef 2021]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 60
ctrl = 0
velset = 0,0
anim = 2020

[State 210, 1] 
type = veladd
trigger1 = AnimElem = 2,[2,11]
x = 2

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 9
value = 50, 0

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 13
value = 51, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
attr = S, SA
animtype  = Hard
damage    = 30,20
guardflag = MA
pausetime = 2,11
sparkno = 12
sparkxy = -20,-30
hitsound   = S52,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = -2
air.velocity = -2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
animtype  = Hard
damage    = 40,20
guardflag = MA
pausetime = 6,11
sparkno = 12
sparkxy = -20,-30
hitsound   = S52,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2,-5
air.velocity = -4,-5
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0

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

;---------------------------------------------------------------------------
; Magia Perseguidora ( muito palha isso )
[Statedef 2022]
type    = S
movetype= A
physics = S
poweradd = 100
velset = 0,0,0
juggle = 0
ctrl = 0
anim = 1020

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 80, 0

[State 410, 2]
type = Helper
trigger1 = AnimElem = 2
id = 6001
name = "ball"
pos = 40, -58
postype = p1
stateno = 2023
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Bola seguidora do (DBZ2)
[Statedef 2023]
type    = S
movetype= A
anim = 6001
velset = 3.5,0

[State 2023, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = -1

[State 2023,indo]
type = VelAdd
trigger1 = P2BodyDist X > -20 
trigger1 = Vel X < 0 
x = 0

[State 2023,vindo]
type = VelAdd
trigger1 = P2BodyDist X < -20 
trigger1 = Vel X > -0 
x = -0

[State 2023,descendo]
type = VelAdd
trigger1 = P2BodyDist Y > 50
trigger1 = Vel Y < 0 
Y = 0

[State 2023,subindo]
type = VelAdd
trigger1 = P2BodyDist Y < 50 
trigger1 = Vel Y > -0 
Y = -0

[State 2023, magia falsa] 
type = HitDef
trigger1 = Time = 0
attr = S, SP
damage    = 72,10
animtype  = Hard
hitflag = MAFD
guardflag = MA
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
sparkxy = 500,500
hitsound = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 2023,GoFwd]
type = VelAdd
trigger1 = P2BodyDist X > -20
trigger1 = Vel X < 3 
x = 0.6

[State 2023,GoBack]
type = VelAdd
trigger1 = P2BodyDist X < -20
trigger1 = Vel X > -3 
x = -0.6

[State 2023,GoDown]
type = VelAdd
trigger1 = P2BodyDist Y > 50 
trigger1 = Vel Y < 3 
Y = 0.6

[State 2023,GoUp]
type = VelAdd
trigger1 = P2BodyDist Y < 50
  trigger1 = Vel Y > -3 
Y = -0.6

[State 2023,muteki]
type = NotHitBy
trigger1 = Time > 0
value = ,NA,SA,HA,NT,ST,HT 

[State 2023,GetHit]
type = HitOverride
trigger1 = time > 0
time = -1
attr = SCA,NP,SP,HP
slot = 0
stateno = 2024

[State 2023, ProjHit]
type = ChangeState
trigger1 = MoveContact = 1
trigger1 = IsHelper(6001)
value = 2024

;---------------------------------------------------------------------------
; Bola seguidora do (DBZ2 final)
[Statedef 2024]
velset = 0,0
anim = 6003

[State 2024,End]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; super soco (DBZ 2 e 3) 
[Statedef 500]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0,0
anim = 2023

[State 210, 1] 
type = PlaySnd
trigger1 = Time = 2
value = 80, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Back
damage    = 100,10
guardflag = MA
pausetime = 12,11
sparkno = 1
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 25
ground.velocity = -10,-2
fall = 1
fall.recover = 0
air.velocity = -10,-2
air.fall = 1
air.recover = 0

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

;---------------------------------------------------------------------------
; super soco (DBZ 2 e 3) counter
[Statedef 501]
type    = S
movetype= A
physics = S
poweradd = -500
juggle  = 1
ctrl = 0
velset = 0,0,0
anim = 2023

[State 210, 1] 
type = PlaySnd
trigger1 = Time = 2
value = 80, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Back
damage    = 100,10
guardflag = MA
pausetime = 12,11
sparkno = 1
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 25
ground.velocity = -10,-2
fall = 1
fall.recover = 0
air.velocity = -10,-2
air.fall = 1
air.recover = 0

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

;---------------------------------------------------------------------------
; Especial combo ( dbz genesis ) ( inicio ) 
[Statedef 900]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0,0
anim = 900

[State 210, 1] 
type = PlaySnd
trigger1 = Time = 3
value = 80, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Back
damage    = 0,10
numhits = 0
guardflag = MA
pausetime = 12,11
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 25
ground.velocity = -1,-15
fall = 1
fall.recover = 0
air.velocity = -1,-14
air.fall = 1
air.recover = 0
p1stateno = 901

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

;---------------------------------------------------------------------------
; Especial combo ( dbz genesis ) ( espera ) 
[Statedef 901]
type    = S
movetype= I
physics = S
juggle  = 0
ctrl = 0
anim = 901

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 902
ctrl = 0

;---------------------------------------------------------------------------
; Especial combo ( dbz genesis ) ( pula e pega ) 
[Statedef 902]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 902

[State 1451, 3]
type = VelSet
trigger1 = Time = 0
x = 1.5
y = -13

[State 1451, 4]
type = VelAdd
trigger1 = Time > 0
y = .30

[State 1600, 1]
type = HitDef
trigger1 = time = 0
attr = S, ST
priority = 2, miss
numhits = 0
sparkno = -1
snap = 0,0,0,1
p1stateno = 903
p2stateno = 904

[State 1200, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;-------------------------------------------------------------------------
; Especial combo ( dbz genesis ) ( sucesso ) 
[Statedef 903]
type = A
movetype = I
physics = N
anim = 903
velset = 0,0
ctrl = 0

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[State 1601, Invincibility]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1601, Push]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1601, Bind1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 7,-77

[State 1601, 12]
type = TargetState
trigger1 = AnimElem = 2
value = 905

[State 1601, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 906
ctrl = 0

;---------------------------------------------------------------------------
; final do especial combo (dbz 2) 
[Statedef 906]
type    = A     
movetype= A     
physics = A     
juggle  = 0     
velset = 0,0
ctrl = 0  
anim = 1850
poweradd = 130

[State 200, 1]
type = Playsnd
trigger1 = AnimElem = 2
value = 13,0

[State 1601, 1]
type = VelAdd
trigger1 = Time > 0
y = .25

[State 1601, 1]
type = VelSet
trigger1 = AnimElem = 1, [0, 11]
x = 4

[State 1601, 1]
type = VelSet
trigger1 = AnimElem = 2, 
x = 4

[State 1601, 1] ;Gravity
type = VelAdd
trigger1 = AnimElem = 1, [0, 11]
y = 2
x = 4

[State 1601, 1]
type = VelMul
trigger1 = AnimTime >= -9
x = .85

[State 1601, 1] ;Back friction
type = VelMul
trigger1 = Vel X < 0
x = .85

[State 1601, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage    = 100,30
animtype  = Light
guardflag = MA
hitflag = MAFDP
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound   = S5,2
guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4,-3
air.velocity = -4
guard.velocity = -5
p1stateno = 1851

[State 1200, 5]
type = Changestate
trigger1 = movehit = 1
trigger2 = MoveGuarded = 1
value = 1851

[State 1200, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; Player 2 state
[Statedef 904]
type    = A
movetype= H ;Get hit
physics = N

[State 3048, 3]
type = SprPriority
trigger1 = Time = 0
value = 2

[State 930, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 904

[State 930, 2]
type = HitBy
Trigger1 = Time >= 0
value = SCA
time = 1

;-------------------------------------------------------------------------
; Player 2 estado
[Statedef 905]
type    = A
movetype= H 
physics = N
velset = -3.5,8
anim = 5050

[State 931, 3]
type = SprPriority
trigger1 = Time = 0
value = 2

[State 931, 1]
type = PosAdd
Trigger1 = Time = 0
x =  7
y = 50

[State 931, 2] ;Gravity
type = VelAdd
Trigger1 = Time > 0
y = .4

[State 931, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5100 

;---------------------------------------------------------------------------
; Super Multi Slash
[Statedef 3050]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd = -2000
ctrl = 0
anim = 3050

[State 3000, 1] 
type = Explod
triggerall = IsHelper = 0
trigger1 = Time = 0
trigger1 = NumExplod(6001) = 0
trigger1 = NumExplod(6001) = 0
trigger1 = NumExplod(6001) = 0
id = 2999
anim = 2999
pos = 0,231
postype = back
supermove = 1
facing = 1 
bindtime = 55
sprpriority = -2
removetime = 50
ownpal = 1

[State 3000, 1]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1
supermove = 1

[State 3000, 1]
type = SuperPause
trigger1 = Time = 0
pos = -45, -35
anim = 102
Time = 55

[State 3000, 2]
type = PlaySnd
trigger1 = Time = 0
value = F20, 0 

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
value = 90, 0 

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 38
value = 51, 0

[State 2060, 12]
type = EnvColor
trigger1 = MoveHit = 1
time = 1
value = 255,255,255
under = 1
ignorehitpause = 1

[State 2060, 13]
type = MoveHitReset
trigger1 = TimeMod = 8,6
value = 255,255,255
under = 1
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
attr = S, HA
animtype  = Hard
damage    = 30,5
guardflag = MA
pausetime = 2,11
sparkno = 12
sparkxy = -10,-30
hitsound   = S52,0
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 60
ground.velocity = 0
air.velocity = 0

[State 2060, 12]
type = EnvColor
trigger1 = MoveHit = 1
time = 1
value = 255,255,255
under = 1
ignorehitpause = 1

[State 2060, 13]
type = MoveHitReset
trigger1 = TimeMod = 8,6
value = 255,255,255
under = 1
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 33
attr = S, HA
animtype  = Back
damage    = 40,20
guardflag = MA
pausetime = 2,11
sparkno = S6009
sparkxy = -10,-60
hitsound   = S52,0
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 25
ground.velocity = -4,-5
fall = 1
fall.recover = 0
air.velocity = -4,-5
air.fall = 1
air.recover = 0

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

;---------------------------------------------------------------------------
; Final Attack
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 0
PowerAdd = -1000
velset = 0,0
anim = 3000
ctrl = 0

[State 3000, 1] 
type = Explod
triggerall = IsHelper = 0
trigger1 = Time = 0
trigger1 = NumExplod(6001) = 0
trigger1 = NumExplod(6001) = 0
trigger1 = NumExplod(6001) = 0
id = 2999
anim = 2999
pos = 0,231
postype = back
supermove = 1
facing = 1 
bindtime = 55
sprpriority = -2
removetime = 50
ownpal = 1

[State 3000, 1]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1
supermove = 1

[State 3000, 1]
type = SuperPause
trigger1 = Time = 0
pos = 0, -40
anim = 100
Time = 55

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 0 

[State 3000, 2]
type = explod
trigger1 = animelem = 2
anim = 6002
pos = 1,0
postype = p1
sprpriority = -2
removeongethit = 1
bindtime = 1
supermove = 1

[State 3000, 3]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6005
projhitanim = 6005
projremovetime = 44
sprpriority = -2
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 1,0
velocity = 0.001,0.001
attr = S, SP
damage   = 40,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,1
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-15
air.animtype = Back
air.velocity = -4,-15
air.juggle = 3
air.fall = 1
down.velocity = -4,-15
down.hittime = 30
down.bounce = 0
fall = 1
fall.recover = 0

[State 3000, 3]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6014
projhitanim = 6014
projhits = 2000
projremovetime = 44
sprpriority = -2
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 1,0
velocity = 0.001,0.001
attr = S, SP
damage   = 40,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,1
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-13
air.animtype = Back
air.velocity = -4,-13
air.juggle = 3
air.fall = 1
down.velocity = -4,-13
down.hittime = 30
down.bounce = 0
fall = 1
fall.recover = 0

[State 3000, 4]
type = Projectile
trigger1 = AnimElem = 7
projanim = 6004
projhitanim = 6004
projhits = 18
projmisstime = 4
projremanim = 3006
projshadow = -1
projpriority = 30
projremovetime = 150
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projid = 6004
velocity = 0.001,0.001
offset = 9,-54
attr = S, HP
damage   = 18,2
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 1,5
hitsound   = 5,2
sparkxy = 500,500
guardsound = 6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -10,-2
air.animtype = Back
air.velocity = -10,-2
air.juggle = 3
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 1
fall = 1
fall.recover = 0

[State 3000] 
type = explod
trigger1 = projcontact(6004) = 1
anim = 6021
pos = 0,-60
postype = p2
sprpriority = 999
bindtime = 1

[State 3000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Finish Buster ( parte 1 )
[Statedef 3010]
type    = S
movetype= I
physics = S
juggle  = 4
PowerAdd = -1500
velset = 0,0
anim = 3010
ctrl = 0

[State 3000, 1] 
type = Explod
triggerall = IsHelper = 0
trigger1 = Time = 0
trigger1 = NumExplod(6001) = 0
trigger1 = NumExplod(6001) = 0
trigger1 = NumExplod(6001) = 0
id = 2999
anim = 2999
pos = 0,231
postype = back
supermove = 1
facing = 1 
bindtime = 55
sprpriority = -2
removetime = 50
ownpal = 1

[State 3000, 1]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1
supermove = 1

[State 3000, 1]
type = SuperPause
trigger1 = Time = 0
pos = -3, -88
anim = 100
Time = 55

[State 3011, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 0 

[State 3000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3011
ctrl = 1

;---------------------------------------------------------------------------
; Finish Buster ( parte 2 )
[Statedef 3011]
type    = S
movetype= I
physics = N
juggle  = 0
anim = 3011
velset = 0,0,0
ctrl = 0

[State 954, FuwaVar1]
type = VarSet
Triggerall = Pos Y < 0
Trigger1 = Var(2) = 2
Trigger1 = Vel Y >= 2.4
Trigger2 = Time = 0
v = 2
value = 1

[State 954, FuwaVar2]
type = VarSet
Trigger1 = Pos Y < 0
Trigger1 = Var(2) = 1
Trigger1 = Vel Y <= -2.4
v = 2
value = 2

[State 954, FuwaUp]
type = VelAdd
Trigger1 = Pos Y < 0
Trigger1 = Var(2) = 1
y = -0.3

[State 954, FuwaDown]
type = VelAdd
Trigger1 = Pos Y < 0
Trigger1 = Var(2) = 2
y = 0.3

[State 954, FuwaEndVar]
type = VarSet
Triggerall = Pos Y < 0
trigger1 = command != "hold_y"
trigger1 = command != "hold_b"
v = 2
value = 0

[State 3011, 1]
type = ChangeState
trigger1 = command != "hold_y"
trigger1 = command != "hold_b"
trigger1 = time > 30
value = 3012

[State 3011, 1]
type = ChangeState
trigger1 = command != "hold_y"
trigger1 = command != "hold_b"
trigger1 = time > 30
trigger2 = command = "holdup"
value = 3013

[State 3011, 1]
type = ChangeState
trigger1 = command != "hold_y"
trigger1 = command != "hold_b"
trigger1 = time > 30
trigger2 = command = "holddown"
trigger2 = Pos Y < 0
value = 3014

;---------------------------------------------------------------------------
; Finish Buster ( parte 3 )
[Statedef 3012]
type    = S
movetype= A
physics = N
juggle  = 4
anim = 3012
velset = 0,0,0
ctrl = 0

[State 3011, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 201, 0 

[State 3000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6007
projhitanim = 6006
projpriority = 2
projheightbound = -240
projstagebound = 500
projedgebound = 500
projshadow = -1
offset = 0,0
velocity = 25
attr = S, SP
damage   = 400,30
animtype = light
guardflag = MA
pausetime = 10,10
hitsound   = S3000,0
sparkxy = 500,500
guardsound = S3000,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5,-3
air.animtype = light
air.velocity = -4,-5
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
fall.recover = 0

[State 3000, 5]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6008
projhitanim = 6008
projpriority = 2000
projheightbound = -240
projstagebound = 500
projedgebound = 500
projshadow = -1
offset = 0,0
velocity = 25
attr = S, SP
damage   = 300,30
animtype = light
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = 6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-5
air.animtype = light
air.velocity = -4,-5
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
fall.recover = 0

[State 3000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Finish Buster ( parte 3 ) para cima
[Statedef 3013]
type    = S
movetype= A
physics = N
juggle  = 4
anim = 3012
velset = 0,0,0
ctrl = 0

[State 3011, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 201, 0 

[State 3000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6011
projhitanim = 6006
projpriority = 2
projheightbound = -1000
projstagebound = 500
projedgebound = 500
projshadow = -1
offset = 0,0
velocity = 25,-7
attr = S, SP
damage   = 300,30
animtype = light
guardflag = MA
pausetime = 10,10
hitsound   = S3000,0
sparkxy = 500,500
guardsound = S3000,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5,-3
air.animtype = light
air.velocity = -4,-5
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
fall.recover = 0

[State 3000, 5]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6008
projhitanim = 6008
projpriority = 2000
projheightbound = -1000
projstagebound = 500
projedgebound = 500
projshadow = -1
offset = 0,0
velocity = 25,-7
attr = S, SP
damage   = 400,30
animtype = light
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = 6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-5
air.animtype = light
air.velocity = -4,-5
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
fall.recover = 0

[State 3000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Finish Buster ( parte 3 ) para baixo
[Statedef 3014]
type    = S
movetype= A
physics = N
juggle  = 4
anim = 3012
velset = 0,0,0
ctrl = 0

[State 3011, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 201, 0 

[State 3000, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6012
projhitanim = 6013
projpriority = 2
projheightbound = -240, 35
projstagebound = 1000
projedgebound = 500
projshadow = -1
offset = 0,0
velocity = 25, 10
attr = S, SP
damage   = 400,30
animtype = light
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S3000,0
sparkxy = 500,500
guardsound = S3000,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5,-3
air.animtype = light
air.velocity = -4,-5
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
fall.recover = 0

[State 3000, 5]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6008
projhitanim = 6008
projpriority = 2000
projheightbound = -340, 35
projstagebound = 1000
projedgebound = 500
projshadow = -1
offset = 0,0
velocity = 25, 10
attr = S, SP
damage   = 300,30
animtype = light
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = 6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-5
air.animtype = light
air.velocity = -4,-5
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
fall.recover = 0

[State 3000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Final Slash ( Hyper Move )
[Statedef 4000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = -2000
ctrl = 0
anim = 4000

[State 3000, 1] 
type = Explod
triggerall = IsHelper = 0
trigger1 = Time = 0
trigger1 = NumExplod(6001) = 0
trigger1 = NumExplod(6001) = 0
trigger1 = NumExplod(6001) = 0
id = 2999
anim = 2999
pos = 0,231
postype = back
supermove = 1
facing = 1 
bindtime = 55
sprpriority = -2
removetime = 50
ownpal = 1

[State 3000, 1]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1
supermove = 1

[State 3000, 1]
type = SuperPause
trigger1 = Time = 0
pos = -26, -137
anim = 102
Time = 55

[State 3000, 2]
type = PlaySnd
trigger1 = Time = 0
value = F20, 0 

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 90, 0 

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 7
value = 51, 0

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 300, 0 

[State 3000, 2]
type = Explod
trigger1 = AnimElem = 4
persistent = 1
anim = 6010
pos = 61,3
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 410, 2] ;Gravity
type = VelAdd
trigger1 = AnimElem = 2, [2, 4]
y = 0
x = 2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HT
animtype  = light
damage    = 500,100
guardflag = MA
hitflag = MAFDP
pausetime = 12,11
sparkno = -1 
guard.sparkno = -1
sparkxy = -1
hitsound   = S91,0
guardsound = S92,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 100
ground.velocity = -5,-5
air.velocity = -2.2,-3.2
fall = 1
fall.recover = 0

[State 3000, 1]
type = Envcolor
trigger1 = winko = 1
trigger1 = movecontact = 1
persistent = 0
ignorehitpause = 1
value = 255, 64, 64
time = 30
under = 1
supermove = 1

[State 225, 4]
type = Explod
trigger1 = movehit = 1
persistent = 0
anim = 6009
pos = -10,-70
postype = p2
sprpriority = 4
bindtime = 1
ignorehitpause = 1

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

;---------------------------------------------------------------------------
; Mega Combo Double Final Slash ( inicio )
[Statedef 4010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = -3000
ctrl = 0
anim = 4010

[State 3000, 1] 
type = Explod
triggerall = IsHelper = 0
trigger1 = Time = 0
trigger1 = NumExplod(6001) = 0
trigger1 = NumExplod(6001) = 0
trigger1 = NumExplod(6001) = 0
id = 2999
anim = 2999
pos = 0,231
postype = back
supermove = 1
facing = 1 
bindtime = 55
sprpriority = -2
removetime = 50
ownpal = 1

[State 3000, 1]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1
supermove = 1

[State 3000, 1]
type = SuperPause
trigger1 = Time = 0
pos = -26, -137
anim = 101
Time = 55

[State 3000, 2]
type = PlaySnd
trigger1 = Time = 0
value = F20, 0 

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4011
ctrl = 1

;---------------------------------------------------------------------------
;Mega Combo Double Final Slash ( corrida )
[Statedef 4011]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 70
ctrl = 0
anim = 4011

[State 1300, Super D]
type = AfterImage
trigger1 = Time = 0
trans = add1
TimeGap  = 1
FrameGap = 6
time = 20
length = 15
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1;.9, .9, .9

[State 410, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 410, 2] ;Gravity
type = VelAdd
trigger1 = AnimElem = 2
y = 0
x = 45

[State 2060, 12]
type = EnvColor
trigger1 = MoveHit = 1
time = 1
value = 255,255,255
under = 1
ignorehitpause = 1

[State 2060, 13]
type = MoveHitReset
trigger1 = TimeMod = 8,6
value = 255,255,255
under = 1
ignorehitpause = 1

[State 410, 3]
type = HitDef
trigger1 = AnimElem = 1
animtype  = light
attr = S, NA
damage    = 0
pausetime = 9,12
guardflag = M
sparkxy = -10,-30
sparkno = 1
hitsound   = S5,1
guardsound = 6,0
ground.type = Low                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 100             ;Time victim is in hit state
ground.velocity = 1   
snap = 30, 0, 0, 1
p1stateno = 4012  
p2stateno = 4020
p2facing = 1

[State 1001, 2]
type = ChangeState
trigger1 = moveguarded = 1
value = 105
ctrl = 0

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; o Inimigo
[Statedef 4020]
type    = S
movetype= H ;Get hit
physics = N
velset = 0,0
ctrl = 0

[State 930, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4020

[State 210, 4]
type = SelfState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Mega Combo Double Final Slash ( acerto )
[Statedef 4012]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
ctrl = 0
anim = 4012

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 4
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 10
trigger8 = AnimElem = 13
trigger9 = AnimElem = 14
trigger10 = AnimElem = 16
trigger11 = AnimElem = 17
trigger12 = AnimElem = 19
trigger13 = AnimElem = 21
trigger14 = AnimElem = 22
trigger15 = AnimElem = 23
trigger16 = AnimElem = 25
trigger17 = AnimElem = 28
trigger18 = AnimElem = 29
attr = S, NA
animtype  = light
damage    = 0
getpower = 0                 ;Power to get on hit, on guard
givepower = 0                 ;Power to give opponent on hit, on guard
guardflag = MA
pausetime = 6,11
sparkno = 0
sparkxy = -10,-60
hitsound   = S5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 100
air.hittime = 100
ground.velocity = 0
air.velocity = 0
snap = 30, 0, 0, 1  
p2stateno = 4020

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 4013
ctrl = 1

;---------------------------------------------------------------------------
; Final Slash ( Hyper Move )
[Statedef 4013]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 4013

[State 3000, 1]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1
supermove = 1

[State 3000, 1]
type = SuperPause
trigger1 = Time = 0
pos = -26, -137
anim = 102
Time = 55

[State 3000, 2]
type = PlaySnd
trigger1 = Time = 0
value = F20, 0 

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 90, 0 

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 7
value = 51, 0

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 300, 0 

[State 3000, 2]
type = Explod
trigger1 = AnimElem = 4
persistent = 1
anim = 6010
pos = 61,3
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HT
animtype  = light
damage    = 1000,100
getpower = 0                 ;Power to get on hit, on guard
givepower = 0                 ;Power to give opponent on hit, on guard
guardflag = MA
hitflag = MAFDP
pausetime = 12,11
sparkno = -1 
guard.sparkno = -1
sparkxy = -1
hitsound   = S91,0
guardsound = S92,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 100
ground.velocity = 0
air.velocity = 0
p2stateno = 4020

[State 225, 3]
type = Explod
trigger1 = movehit = 1
persistent = 0
anim = 6009
pos = -10,-70
postype = p2
sprpriority = 4
bindtime = 1
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4014
ctrl = 1

;---------------------------------------------------------------------------
; Final Slash ( Hyper Move )
[Statedef 4014]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 4014

[State 210, 1] 
type = PlaySnd
trigger1 = AnimElem = 3
value = 51, 0

[State 3000, 2]
type = Explod
trigger1 = AnimElem = 2
persistent = 1
anim = 7000
pos = -26,-137
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 210, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HT
animtype  = light
damage    = 5000,100
getpower = 0                 ;Power to get on hit, on guard
givepower = 0                 ;Power to give opponent on hit, on guard
guardflag = MA
hitflag = MAFDP
pausetime = 12,11
sparkno = -1 
guard.sparkno = -1
sparkxy = -1
hitsound   = S91,0
guardsound = S92,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 100
ground.velocity = -5,-5
air.velocity = -5,-5
fall = 1
fall.recover = 0

[State 3000, 1]
type = Envcolor
trigger1 = winko = 1
trigger1 = movecontact = 1
persistent = 0
ignorehitpause = 1
value = 255, 64, 64
time = 30
under = 1
supermove = 1

[State 225, 5]
type = Explod
trigger1 = movehit = 1
persistent = 0
anim = 6009
pos = -10,-70
postype = p2
sprpriority = 4
bindtime = 1
ignorehitpause = 1

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

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

[Statedef -2]

[State -2, 1]
type = RemoveExplod
trigger1 = Movetype = H
ID = 6050

[State -2, 2]
type = RemoveExplod
trigger1 = Movetype = H
ID = 6001

[State -2, 3]
type = RemoveExplod
trigger1 = Movetype = H
ID = 6002

; Landing
[State -2, 4]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
trigger2 = stateno = 106
value = 10,0

; 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

;---------------------------------------------------------------------------
; correr para trás
[Statedef 105]
type    = S
physics = S
anim = 105
ctrl = 0

[State 100, 1]
type = VelSet
trigger1 = 1
x = -4.5
y = 0

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

[State 100, 2]
type = ChangeState
trigger1 = command != "holdback"
value = 0
ctrl = 1 

;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 1900

[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 10,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 1900

[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 11,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 1900

[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 12,voltar.pro.voa]
type = Changestate
trigger1 = time >= 0
trigger1 = pos y < 0 
value = 1900

[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 = 1900

[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



