[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 0,5
guard.sparkno = 0,20
KO.echo = 0

[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 9
air.back = 12
air.front = 12
z.width = 3
attack.width = 4,4
attack.dist = 160
proj.attack.dist = 90

[Velocity]
walk.fwd  = 3.0
walk.back = -2.7
;walk.up   = -1
;walk.down = 1
run.fwd  = 4.75, 0
run.back = -4.4,-3.8
run.up = -2,0
run.down = 2,0
jump.neu = 0,-6.75
jump.back = -2.55,-6.75
jump.fwd = 2.5,-6.75
jump.up = -1,-6.75
jump.down = 1,-6.75
runjump.back = -2.55,-6.75
runjump.fwd = 4,-6.75
runjump.up = -1.2,-6.75
runjump.down = 1.2,-6.75
airjump.neu = 0,-6.75
airjump.back = -2.55,-6.75
airjump.fwd = 2.5,-6.75
airjump.up = -1,-6.75
airjump.down = 1,-6.75

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .35
stand.friction = .85
crouch.friction = .82

;---------------------------------------------------------------------------
 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]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,100

[State 180, 2] ;Choose win1
type = VarSet
trigger1 = Command = hold_x
trigger2 = Command = hold_a
v = 1
value = 0

[State 180, 3]
type = VarSet
trigger1 = Command = hold_y
trigger2 = Command = hold_b
v = 1
value = 33

[State 180, 4]
type = VarSet
trigger1 = Command = hold_z
trigger2 = Command = hold_c
v = 1
value = 66

[State 180, 2]
type = ChangeState
trigger1 = Var1 < 33
value = 181

[State 180, 3]
type = ChangeState
trigger1 = Var1 = [33,65]
value = 182

[State 180, 4]
type = ChangeState
trigger1 = Var1 >= 66
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

[State 181, 2]
type = PlaySnd
trigger1 = Animelem = 1
value = 6,0

[State 181, 2]
type = PlaySnd
trigger1 = Animelem = 5
value = 6,1

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

[State 182, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 182, 2]
type = PlaySnd
trigger1 = Animelem = 4
value = 6,2

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

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

[State 182, 2]
type = PlaySnd
trigger1 = Animelem = 14
value = 6,3

[State 182, 2]
type = PlaySnd
trigger1 = Animelem = 16
value = 6,3

[State 182, 2]
type = PlaySnd
trigger1 = Animelem = 20
value = 6,4

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

[State 191, 1]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 34
value = 5, 0

[State 191, 3]
type = PlaySnd
trigger1 = Animelem = 46
value = 5, 1

[State 191, 4]
type = VarSet
trigger1 = Time = 180
v = 9
value = 0

[State 191, 5]
type = null
trigger1 = AnimTime = 0
value = 0
ctrl = 0

;---------------------------------------------------------------------------
; STAND_A
[Statedef 200]
number = 6
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 8
ctrl = 0
anim = 200
velset = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 4
value = 0, 0

[State 200, 2]
type = PlaySnd
trigger1 = Time = 1
trigger1 = Random < 250
value = 1, 0

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 20
priority = 3
guardflag = MA
pausetime = 8,9
sparkxy =  0,-80
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5

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

;---------------------------------------------------------------------------
;STAND_B
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
velset = 3,0,0
anim = 210

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

[State 210, 2]
type = PlaySnd
trigger1 = Time = 1
trigger1 = Random < 250
value = 1, 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage   = 82
animtype = Hard
guardflag = MA
pausetime = 7,7
sparkxy =  -5,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 23
ground.velocity = -7.5
air.type = Low
air.velocity = -3.1,-3.3
airguard.velocity = -3.5,-2.5

[State 220, 3]
type = VelSet
trigger1 = Time = 10
x = 3

[State 220, 4]
type = VelMul
trigger1 = Time >= 10
x = 1

[State 220, 5]
type = VelSet
trigger1 = Time = 25
x = 0

[State 210, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;STAND_fwd_C
[Statedef 222]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
anim = 222
velset = 0,0,0

[State 222, 1]
type = PlaySnd
trigger1 = Time = 1
value = 6, 0

[State 222, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 222, 3]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 8, < 0
time = 5

[State 222, 4]
type = VelSet
trigger1 = Time = 0
trigger1 = Command = holdfwd
x = 6

[State 222, 5]
type = VelMul
trigger1 = AnimElem = 8, >= 0
trigger2 = Vel X < -2
x = .85

[State 222, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;STAND_back_C
[Statedef 223]
type    = S
movetype= I
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
anim = 223
velset = 0,0,0

[State 223, 1]
type = PlaySnd
trigger1 = Time = 1
value = 6, 0

[State 223, 2]
type = VelSet
trigger1 = Time = 0
trigger1 = Command = holdback
x = -23

[State 223, 3]
type = VelMul
trigger1 = AnimElem = 12, >= 0
trigger2 = Vel X < -2
x = .87

[State 223, 3]
type = AfterImage
trigger1 = Time = 5
Time = 10

[State 223, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 220, 1]
type = PlaySnd
trigger1 = Time = 5
value = 6,0

[State 220, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;STAND_C (attack)
[Statedef 221]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 110
velset = 0,0
ctrl = 0
anim = 221

[State 221, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 221, 2]
type = PlaySnd
trigger1 = Time = 1
value = 1,2

[State 221, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 100
priority  = 5
hitflag = MAFP
guardflag = MA
animtype  = Back
pausetime = 20,20
sparkxy = -15,-75
hitsound   = 5,4
guardsound = 6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4.5,-4.5
air.velocity = -4.5,-1.5
fall = 1

[State 221, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;STAND_X
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 8
ctrl = 0
anim = 230
velset = 0

[State 230, 1]
type = PlaySnd
trigger1 = Time = 4
value = 0,0

[State 230, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = Random < 250
value = 1,0

[State 230, 2]
type = HitDef
trigger1 = Time = 3
attr = S, NA
damage    = 23
guardflag = MA
priority = 3
pausetime = 10,10
sparkxy =  -10,-75
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4
ground.ctrltime)
air.type = High
air.velocity = -1.3,-1

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

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

;---------------------------------------------------------------------------
;STAND_Y
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
anim = 240

[State 240, 1]
type = PlaySnd
trigger1 = Time = 4
value = 0,1

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = Random < 250
value = 1,1

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 72
animtype  = Hard
guardflag = MA
pausetime = 12,12
sparkxy = 0,-50
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -6.5
air.type = Low
air.velocity = -3.4,-3.5
airguard.velocity = -4,-2.5
;air.fall = 1

[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;STAND_Z
[Statedef 250]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 110
velset = 0,0
ctrl = 0
anim = 250

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

[State 250, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = Random < 250
value = 1,1

[State 250, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 100
priority  = 5
hitflag = MAFP
guardflag = MA
animtype  = Back
pausetime = 20,20
sparkxy = -15,-75
hitsound   = 5,4
guardsound = 6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4.5,-4.5
air.velocity = -4.5,-1.5
fall = 1

[State 250, 5]
type = VelSet
Trigger1 = Animelem = 2
x = 8

[State 250, 6]
type = VelSet
Trigger1 = Animelem = 4
x = 0

[State 250, 7]
type = VelMul
trigger1 = Time >= 0
x = 0.85

[State 250, 8]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 250, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 250, 10]
type = MakeDust
trigger1 = AnimElem = 3, >= 2
trigger1 = AnimElem = 6, < 0
trigger1 = Vel X > 1
pos = -15,0
;pos2 = 25,0
spacing = 3

;---------------------------------------------------------------------------
; Taunt
[Statedef 260]
type = S
movetype = I
physics = S
ctrl = 0
anim = 260
velset = 0

[State 260, 1]
type = CtrlSet
trigger1 = AnimElem = 8
value = 1

[State 260, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4,0

[State 260, 3]
type = PlaySnd
trigger1 = AnimElem = 11
value = 4,1

[State 260, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; CROUCH_A
[Statedef 400]
type    = S
movetype= A
physics = C
juggle  = 5
poweradd= 20
ctrl = 0
anim = 400
velset = 0,0,0

[State 400, 1]
type = PlaySnd
trigger1 = Time = 4
value = 0, 0

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = Random < 250
value = 1, 0

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 23
guardflag = LA
pausetime = 11,11
sparkxy = -10,-24
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4.1
air.type = High
air.velocity = -1.4,-3

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

;---------------------------------------------------------------------------
; CROUCH_B
[Statedef 410]
type    = S
movetype= A
physics = C
juggle  = 5
poweradd= 30
ctrl = 0
anim = 410
velset = 0,0,0

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

[State 410, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = Random < 250
value = 1,1

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 82
guardflag = LA
pausetime = 11,12
sparkxy = -10,-24
hitsound   = 5,3
guardsound = 6,0
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 25
guard.hittime = 36
guard.ctrltime = 36
ground.velocity = -2,-4
guard.velocity = -6
air.velocity = -2.4,-3.5
airguard.velocity = -3,-3
fall = 1

[State 410, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_X
[Statedef 430]
number = 6
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 12
ctrl = 0
anim = 430

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = Random < 250
value = 1,0

[State 430, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 16
guardflag = MA
pausetime = 9,9
sparkxy = -5,-45
hitsound   = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.type = High
air.velocity = -1.2,-3
guard.velocity = -5

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

;---------------------------------------------------------------------------
; CROUCH_Y
[Statedef 440]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 30
ctrl = 0
anim = 440

[State 440, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 440, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = Random < 250
value = 1,1

[State 440, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 66
animtype = Med
guardflag = MA
pausetime = 7,7
sparkxy = -5,-45
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -9.5;-1.4, -7
air.type = High
air.animtype = Back
air.velocity = -1.6,-6.5;-1.4,-7
airguard.velocity = -2.5, -3.3
;fall = 1

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

;---------------------------------------------------------------------------
;JUMP_A
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 15
ctrl = 0
anim = 600

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = Random < 250
value = 1,0

[State 600, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 27
guardflag = HA
priority = 3
pausetime = 11,11
sparkxy =  -5,-60
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3,-2.5

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

;---------------------------------------------------------------------------
;JUMP_A (moving)
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 15
ctrl = 0
anim = 605

[State 605, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0

[State 605, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = Random < 250
value = 1,0

[State 605, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 27
guardflag = HA
priority = 3
pausetime = 11,11
sparkxy =  -5,-60
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3,-2.5

[State 605, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_B
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 610

[State 610, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 610, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = Random < 250
value = 1,1

[State 610, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = Med
damage    = 67
guardflag = HA
pausetime = 12,11
sparkxy = -15,-65
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = High
air.velocity = -3.5,-4.8
guard.velocity = -8

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

;---------------------------------------------------------------------------
;JUMP_B (moving)
[Statedef 615]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 615

[State 612, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 612, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = Random < 250
value = 1,1

[State 612, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 60
getpower  = 40
givepower = 40
guardflag = HA
priority = 3
pausetime = 15,18
sparkxy = -10,-65
sparkno = 0,5
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = High
air.velocity = -3.5,-4.8
guard.velocity = -8

[State 612, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_X
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 630

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = Random < 250
value = 1,0

[State 630, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 19
guardflag = HA
priority = 3
pausetime = 9,9
sparkxy =  -5,-60
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5

[State 630, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_X (moving)
[Statedef 635]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 635

[State 635, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0

[State 635, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = Random < 250
value = 1,0

[State 635, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 19
guardflag = HA
priority = 3
pausetime = 9,9
sparkxy =  -5,-60
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5

[State 635, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_Y
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 640

[State 640, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 640, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = Random < 250
value = 1,1

[State 640, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = Med
damage    = 62
guardflag = HA
pausetime = 12,11
sparkxy = -15,-65
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = High
air.velocity = -3.5,-4.8
guard.velocity = -8

[State 640, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_Y (moving)
[Statedef 645]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 645

[State 645, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 645, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = Random < 250
value = 1,1

[State 645, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = Med
damage    = 62
guardflag = HA
pausetime = 12,11
sparkxy = -15,-65
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = High
air.velocity = -3.5,-4.8
guard.velocity = -8

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

;---------------------------------------------------------------------------
;JUMP_Z
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 5
poweradd= 50
ctrl = 0
anim = 650

[State 650, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,2

[State 650, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = Random < 250
value = 1,2

[State 650, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 100
guardflag = HA
pausetime = 8,8
sparkxy = 0,-65
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -5.3,-2
air.type = Low
air.velocity = -5.3,-2
guard.velocity = -7
airguard.velocity = -2.5, -3
fall = 1

[State 650, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

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

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 1
value = 3,0

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 5, -1
projanim = 1005
projhitanim = 1005
offset = -20, 0
velocity = 4
; HitDef part of projectile info
attr = S, SP
damage   = 36,4
animtype = Medium
guardflag = MA
pausetime = 0,9
;sparkno = 0,1
sparkxy =  50,-65
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;PSYCO_BALL_Y
[Statedef 1005]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1000

[State 1005, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = Vel X > 0
x = 0

[State 1005, 1]
type = PlaySnd
trigger1 = Time = 1
value = 3,0

[State 1005, 2]
type = Projectile
trigger1 = AnimElem = 5, -1
projanim = 1005
projhitanim = 1005
offset = -20, 0
velocity = 5
; HitDef part of projectile info
attr = S, SP
damage   = 36,4
animtype = Medium
guardflag = MA
pausetime = 0,9
;sparkno = 0,1
sparkxy =  50,-65
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1005, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STRONG_SHIELD
[Statedef 1200]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1200

[State 1200, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,1

[State 1200, 4]
type = HitDef
trigger1 = AnimElem = 10
attr = A, NA
damage   = 15
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6

[State 1200, 4]
type = HitDef
trigger1 = AnimElem = 12
attr = A, NA
damage   = 15
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6

[State 1200, 5]
type = HitDef
trigger1 = AnimElem = 14
attr = A, NA
damage   = 15
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6

[State 1200, 6]
type = HitDef
trigger1 = AnimElem = 16
attr = A, NA
damage   = 15
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6

[State 1200, 7]
type = HitDef
trigger1 = AnimElem = 18
attr = A, NA
damage   = 15
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6

[State 1200, 8]
type = HitDef
trigger1 = AnimElem = 20
attr = A, NA
damage   = 15
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6

[State 1200, 9]
type = HitDef
trigger1 = AnimElem = 22
attr = A, NA
damage   = 15
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6

[State 1200, 10]
type = HitDef
trigger1 = AnimElem = 24
attr = A, NA
damage   = 15
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6

[State 1200, 11]
type = HitDef
trigger1 = AnimElem = 26
attr = A, NA
damage   = 20
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8.5,-3.5
air.type = Low
air.velocity = -8.5,-3.5
guard.velocity = -9
airguard.velocity = -4.5, -3
fall = 1

[State 1200, 12]
type = VelSet
Trigger1 = Animelem = 4
x = 16

[State 1200, 13]
type = VelSet
Trigger1 = Animelem = 16
x = 0

[State 1200, 14]
type = VelMul
trigger1 = Time >= 0
x = .95

[State 1200, 15]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1200, 16]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 1200, 17]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;LITE_SHIELD
[Statedef 1100]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1100

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,1

[State 1100, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 25
guardflag = HA
pausetime = 5,5
sparkxy =  -5,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6

[State 1100, 5]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage   = 27
guardflag = HA
pausetime = 5,5
sparkxy =  -5,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6

[State 1100, 6]
type = HitDef
trigger1 = AnimElem = 7
attr = A, NA
damage   = 29
guardflag = HA
pausetime = 5,5
sparkxy =  -5,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6

[State 1100, 11]
type = HitDef
trigger1 = AnimElem = 9
attr = A, NA
damage   = 31
guardflag = HA
pausetime = 5,5
sparkxy =  -5,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8.5,-3.5
air.type = Low
air.velocity = -8.5,-3.5
guard.velocity = -9
airguard.velocity = -4.5, -3
fall = 1

[State 1100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef -2]

[State -2, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5000
trigger1 = Random < 250
value = 2,1

[state -2, 1]
type = playsnd
triggerall = Time = 1
trigger1 = stateno = 5070
trigger1 = Random < 250
value = 2,1

[state -2, 1]
type = playsnd
triggerall = Time = 1
trigger1 = stateno = 5010
trigger1 = Random < 250
value = 2,1

[state -2, 1]
type = playsnd
triggerall = Time = 1
trigger1 = stateno = 5030
trigger1 = Random < 250
value = 2,2
