; Brooke's constants and state file.
; There are comments scattered through this file, so you may like to
; take a look if would like to learn more about the cns.

[Data]
;Amount of life to start with
life = 1000
;attack power (more is stronger)
attack = 90
;defensive power (more is stronger)
defence = 100
;Percentage to increase defense everytime player is knocked down
fall.defence_up = 50
;Time which player lies down for, before getting up
liedown.time = 60
;Number of points for juggling
airjuggle = 15
;Default hit spark number for HitDefs
sparkno = 2
;Default guard spark number
guard.sparkno = 40
;1 to enable echo on KO
KO.echo = 0
;Volume offset (negative for softer)
volume = 0
;Variables with this index and above will not have their values
;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns.
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 16    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 60          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -40   ;Approximate position of head
mid.pos = -5, -40    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,-5    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 1.5      ;Walk forward
walk.back = -1.5     ;Walk backward
run.fwd  = 8, 0    ;Run forward (x, y)
run.back = -4.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-12    ;Neutral jumping velocity (x, y)
jump.back = -3.25    ;Jump back Speed (x, y)
jump.fwd = 3.3       ;Jump forward Speed (x, y)
runjump.back = -2.55,-18.1 ;Running jump speeds (opt)
runjump.fwd = 4,-18.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 0      ;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 = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Variable usage:
; This is a record of the variables that KFM uses. Keeping a record of your
; variable usage helps you avoid careless mistakes later.
; var(1)  - Used in kfm.cmd for combo condition (updated every tick)
; var(2)  - Used in Kung Fu Throw (state 800) to remember if fwd was being
;           held (remembered from state 800 through state 810).


;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

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

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

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

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

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

[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 2] ;Freeze animation until PreIntro is over
type = ChangeAnim
triggerall = p2name = "Nami"
trigger1 = RoundState = 0
value = 670

[State 191, 2] ;Freeze animation until PreIntro is over
type = ChangeAnim
triggerall = p2name = "Tashigi"
trigger1 = RoundState = 0
value = 670

[State 191, 2] ;Freeze animation until PreIntro is over
type = ChangeAnim
triggerall = p2name = "Nico Robin"
trigger1 = RoundState = 0
value = 670


[State 191, 3]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

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

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


;---------------------------------------------------------------------------
;Polka: Remise
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2

[State 200, 1]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
attr = S, NA
damage = 6, 6
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 4
sparkno = 0
sparkxy = -10, -30
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

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

;---------------------------------------------------------------------------
;
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 2

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

[State 250, 3]
type = ChangeState
trigger1 = AnimTime = 0 && Command != "holdb"
value = 251
ctrl = 1

;---------------------------------------------------------------------------
;
[Statedef 251]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 50
ctrl = 0
velset = 20,0
anim = 251
sprpriority = 2

[State 251, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 251, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Heavy
damage    = 75, 8
guardflag = MA
pausetime = 6,12
sparkno = 0
sparkxy = -10,-30
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5, -3
air.velocity = -2.5,-3.5
fall = 1

[State 251, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 252
ctrl = 1

;---------------------------------------------------------------------------
;
[Statedef 252]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0
anim = 252
sprpriority = 2

[State 251, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 251, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Afro Attack
[Statedef 275]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 30
ctrl = 0
velset = 0,0
anim = 275
sprpriority = 2

[State 275, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 275, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 50, 5
guardflag = MA
pausetime = 6,6
sparkno = 1
sparkxy = -10,-30
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6, -3
air.velocity = -2.2,-3.2
fall = 1

[State 275, 3]
type = PosAdd
trigger1 = AnimElem = 7
x = 12

[State 275, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Jump Slash I
[Statedef 425]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 425
sprpriority = 2

[State 425, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 425, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 30,3
guardflag = HA
priority = 3
pausetime = 6,8
sparkno = 0
sparkxy = -10,-30
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

;---------------------------------------------------------------------------
;Jump Slash II
[Statedef 375]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 375
sprpriority = 2

[State 375, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 0
y = -4



[State 375, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 50,5
guardflag = HA
priority = 4
pausetime = 6,12
sparkno = 1
sparkxy = -10,-30
hitsound   = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;Jump Punch
[Statedef 400]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 400
sprpriority = 2

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

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 40,3
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = 1
sparkxy = -5,-30
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

;---------------------------------------------------------------------------
;Jump Slash III
[Statedef 450]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 50
ctrl = 0
anim = 450
velset = 0,0
sprpriority = 2

[State 450, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 450, velset]
type = velset
trigger1 = animelem = 3
y = -3

[State 450, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70,7
guardflag = HA
priority = 4
pausetime = 6,12
sparkno = 1
sparkxy = -10,-30
hitsound   = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;Prelude: Ofueru
[Statedef 300]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
velset = 0,0
anim = 300
sprpriority = 2

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

[State 1008, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Heavy
damage    = 50
guardflag = None
pausetime = 1,15
sparkno = 1
sparkxy = -10,-30
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0
air.velocity = -2.2,-3.2


[State 300, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Tea
[Statedef 325]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 181
sprpriority = 2

[State 325, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = AnimTime = 0
value = 500

[State 0, LifeAdd]
type = LifeAdd
trigger1 = AnimTime = 0
value = 100
kill = 1
absolute = 0


[State 325, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Skull Joke
[Statedef 350]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0
anim = 325
sprpriority = 2

[State 350, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 1008, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Heavy
damage    = 0
guardflag = None
pausetime = 1,30
sparkno = 1
sparkxy = -10,-30
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0
air.velocity = -2.2,-3.2

[State 350, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Arrow Knotch Finish
[Statedef 525]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
anim = 525
sprpriority = 2

[State 525, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 535, 2]
type = HitDef
trigger1 = Animelem = 16
attr = S, NA
animtype  = Medium
damage    = 475, 50
guardflag = None
pausetime = 6,10
sparkno = 0
sparkxy = -10,-30
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -0,-16
air.velocity = -0,-8
fall = 1


[State 525, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Arrow Knotch Strike Dash
[Statedef 530]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= -2000
ctrl = 0
velset = 36,0
anim = 530
sprpriority = 2

[State 530, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1


[State 535, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 0, 0
guardflag = None
pausetime = 6,152
sparkno = 0
sparkxy = -10,-30
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -0,-18
air.velocity = -0,-8.5
fall = 1

[State 250, 3]
type = ChangeState
trigger1 = MoveContact
value = 525
ctrl = 1



[State 300, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Arrow Knotch Hit
[Statedef 535]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 969
sprpriority = 2

[State 535, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1


[State 535, 2]
type = HitDef
trigger1 = Time = 153
attr = S, NA
animtype  = Medium
damage    = 475, 50
guardflag = None
pausetime = 6,0
sparkno = 0
sparkxy = -10,-30
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -1,-1
air.velocity = -2.5,-3.5
fall = 1

[State 535, 3]
type = Destroyself
trigger1 = Time = 154

;---------------------------------------------------------------------------
;Scream
[Statedef 625]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -1000
ctrl = 0
velset = 0,0
anim = 625
sprpriority = 2

[State 625, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 17, 0

[State 600, Pause]
type = SuperPause
trigger1 = Time = 0
pos = 0, 500
time = 142
movetime = 142

[State 1008, 2]
type = HitDef
trigger1 = time = 0
triggerall = p2name != "Nami"
triggerall = p2name != "Usopp"
triggerall = p2name != "Tony Tony Chopper"
attr = S, NA
animtype  = Heavy
damage    = 0
guardflag = None
pausetime = 1,300
sparkno = 1
sparkxy = -10,-30
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0
air.velocity = -2.2,-3.2

[State 1008, 3]
type = HitDef
trigger1 = Animelem = 7
triggerall = p2name = "Tony Tony Chopper"
attr = S, NA
animtype  = Heavy
damage    = 50
guardflag = None
pausetime = 1,420
sparkno = 1
sparkxy = -10,-30
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0
air.velocity = -2.2,-3.2

[State 1008, 3]
type = HitDef
trigger1 = Animelem = 7
triggerall = p2name = "Nami"
attr = S, NA
animtype  = Heavy
damage    = 50
guardflag = None
pausetime = 1,420
sparkno = 1
sparkxy = -10,-30
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0
air.velocity = -2.2,-3.2

[State 1008, 3]
type = HitDef
trigger1 = Animelem = 7
triggerall = p2name = "Usopp"
attr = S, NA
animtype  = Heavy
damage    = 50
guardflag = None
pausetime = 1,420
sparkno = 1
sparkxy = -10,-30
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0
air.velocity = -2.2,-3.2


[State 625, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Salt Throw
[Statedef 630]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -50
ctrl = 0
velset = 0,0
anim = 630
sprpriority = 2

[State 650, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 17, 0

[State 650, 2]
type = helper
trigger1 = animelem = 2
helpertype = normal
pos = 0,6
postype = p1
stateno = 631

[State 650, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Zombie Destroyer
[Statedef 635]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -1000
ctrl = 0
velset = 0,0
anim = 635
sprpriority = 2

[State 650, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 17, 0

[State 650, 2]
type = helper
trigger1 = animelem = 2
helpertype = normal
pos = 0,6
postype = p1
stateno = 631

[State 650, 2]
type = helper
trigger1 = animelem = 2
helpertype = normal
pos = 0,6
postype = p1
stateno = 632

[State 650, 2]
type = helper
trigger1 = animelem = 2
helpertype = normal
pos = 0,6
postype = p1
stateno = 633

[State 650, 2]
type = helper
trigger1 = animelem = 5
helpertype = normal
pos = 0,6
postype = p1
stateno = 631

[State 650, 2]
type = helper
trigger1 = animelem = 5
helpertype = normal
pos = 0,6
postype = p1
stateno = 632

[State 650, 2]
type = helper
trigger1 = animelem = 5
helpertype = normal
pos = 0,6
postype = p1
stateno = 633

[State 650, 2]
type = helper
trigger1 = animelem = 7
helpertype = normal
pos = 0,6
postype = p1
stateno = 631

[State 650, 2]
type = helper
trigger1 = animelem = 7
helpertype = normal
pos = 0,6
postype = p1
stateno = 632

[State 650, 2]
type = helper
trigger1 = animelem = 7
helpertype = normal
pos = 0,6
postype = p1
stateno = 633

[State 650, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Salt I
[Statedef 631]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 12,0
anim = 631
sprpriority = 2

[State 1050, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 17, 0

[State 1050, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Heavy
damage    = 25, 5
guardflag = NA
priority = 7, Hit
pausetime = 1,6
sparkno = 0
sparkxy = -10,-30
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 1050, 4]
type = Destroyself
trigger1 = Time = 300

[State 2002, 3]
type = destroyself
trigger1 = movecontact
trigger2 = frontedgedist < -50



;---------------------------------------------------------------------------
;Salt II
[Statedef 632]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 12,-1
anim = 631
sprpriority = 2

[State 1050, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 17, 0

[State 1050, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Heavy
damage    = 25, 5
guardflag = NA
priority = 7, Hit
pausetime = 1,6
sparkno = 0
sparkxy = -10,-30
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 1050, 4]
type = Destroyself
trigger1 = Time = 300

[State 2002, 3]
type = destroyself
trigger1 = movecontact
trigger2 = frontedgedist < -50



;---------------------------------------------------------------------------
;Salt III
[Statedef 633]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 12,1
anim = 631
sprpriority = 2

[State 1050, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 17, 0

[State 1050, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Heavy
damage    = 25, 5
guardflag = NA
priority = 7, Hit
pausetime = 1,6
sparkno = 0
sparkxy = -10,-30
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 1050, 4]
type = Destroyself
trigger1 = Time = 300

[State 2002, 3]
type = destroyself
trigger1 = movecontact
trigger2 = frontedgedist < -50



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

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

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

[State -2]
type = varadd
trigger1 = var(0) > 0
var(0) = -1

[State -2]
type = AttackMulSet
trigger1 = var(0) <= 0
value = 1

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

[Statedef -3]

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