; Adonr's constants.
; Format (case insensitive):
;  [groupname]        
;  constname = value  

[Data]
life = 1000          ;Amount of life to start with
attack = 100         ;100% attack power (more is stronger)
defence = 100        ;100% defensive power (more is stronger)
fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 60    ;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 15       ;Can do 15 points of juggling
sparkno = 0,7        ;Default spark number
guard.sparkno = 0,20 ;Default guard spark number
KO.echo = 0          ;1 to enable echo on KO
volume = 255           ;Volume offset (negative for softer)

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 15    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
height = 60	     ;Height of player (for opponent to jump over)
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too   

[Velocity]
walk.fwd  = 2.3      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 4.1, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -4.1,-3.8 ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-8.1    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55,-8.1 ;Air jump speeds (opt)
airjump.fwd = 2.5,-8.1    ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .43         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

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

;---------------------------------------------------------------------------
; 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 = 1,5

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

[State 180, 3] ;Choose win2
type = VarSet
trigger1 = Command = hold_y
v = 1
value = 2

[State 180, 4] ;Choose win3
type = VarSet
trigger1 = Command = hold_z
v = 1
value = 3

[State 180, 5] ;Choose win4
type = VarSet
trigger1 = Command = hold_a
v = 1
value = 4

[State 180, 8]
type = ChangeState
trigger1 = Var1 = 1
value = 181

[State 180, 9]
type = ChangeState
trigger1 = Var1 = 2
value = 800

[State 180, 10]
type = ChangeState
trigger1 = Var1 = 3
value = 801       

[State 180, 11]
type = ChangeState
trigger1 = Var1 = 4
value = 802

[State 180, 12]
type = ChangeState
trigger1 = Var1 = 5
value = 802

;---------------------------------------------------------------------------
; WIN1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

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

[State 181, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;--------------------------------------------------------------------------
; WIN2
[Statedef 800]
type = S
ctrl = 0
anim = 800
velset = 0,0,0

[State 800, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,8

[State 800, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;--------------------------------------------------------------------------
; WIN3
[Statedef 801]
type = S
ctrl = 0
anim = 801
velset = 0,0,0

[State 801, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,17

[State 801, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;--------------------------------------------------------------------------
; WIN4
[Statedef 802]
type = S
ctrl = 0
anim = 802
velset = 0,0,0

[State 802, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,17

[State 802, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1


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

[State 191, 1] ;Intro not yet over
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 191, 2]
type = PlaySnd
trigger1 = Time = 80
value = 0,0

[State 191, 7] ;Intro over, set v9 to 1
type = VarSet
trigger1 = Time = 60
v = 9
value = 0


;---------------------------------------------------------------------------
; STAND_A
[Statedef 210]
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 = 210                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 3
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, 3                   ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = 5,0                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
; 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 = Low                 ;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 210, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_C
[Statedef 212]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
ctrl = 0
velset = 0,0,0
anim = 212

[State 212, 1] ;Uncomment if you want to play a sound
type = PlaySnd
trigger1 = Time = 2
value = 0, 5

[State 212, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Hard
damage    = 85
guardflag = MA
pausetime = 25,25
sparkxy = -10,-70
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 212, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_B
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 211

[State 211, 1] ;Uncomment if you want to play a sound
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 211, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 211, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_A
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 15
ctrl = 0
anim = 410

[State 410, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 23
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-41
hitsound   = 5,0
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 410, 3]
type = CtrlSet
trigger1 = Time = 4
value = 1

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

;---------------------------------------------------------------------------
;CROUCH_B
[Statedef 411]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 411

[State 411, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 411, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 62
animtype  = Medium
getpower  = 40
givepower = 40
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -5,-10
sparkno = 0,5
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.2,-3
guard.velocity = -5
fall = 0

[State 411, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_C
[Statedef 412]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 100
ctrl = 0
anim = 412

[State 412, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 412, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 92
animtype = Back
getpower  = 70
givepower = 40
hitflag = MAFD
guardflag = L
pausetime = 15,15
sparkxy = -5,-10
sparkno = 0,5
hitsound   = 5,2
guardsound = 6,0
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

[State 412, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_A
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 610

[State 610, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 12
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-58
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 610, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

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

;---------------------------------------------------------------------------
;JUMP_B
[Statedef 611]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 611

[State 611, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 611, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 611, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_C
[Statedef 612]
type    = A
movetype= A
physics = A
juggle  = 6
poweradd= 95
ctrl = 0
anim = 612

[State 612, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 5

[State 612, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 90
getpower  = 90
givepower = 25
guardflag = HA
priority = 3
pausetime = 12,10
sparkxy = -10,-51
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 13
ground.velocity = -4
air.velocity = -1.3,-3

[State 612, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; STAND_X
[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
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, 3                   ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = 5,0                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
; 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
[Statedef 201]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 201

[State 201, 1] ;Uncomment if you want to play a sound
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 201, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 15,15
sparkxy = -10,-70
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 201, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_Z
[Statedef 202]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
ctrl = 0
velset = 0,0,0
anim = 202

[State 202, 1] ;Uncomment if you want to play a sound
type = PlaySnd
trigger1 = Time = 2
value = 0, 5

[State 202, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Hard
damage    = 100
guardflag = MA
pausetime = 21,21
sparkxy = -10,-70
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 202, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;JUMP_X
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 12
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-58
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

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

;---------------------------------------------------------------------------
;JUMP_Y
[Statedef 601]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 601

[State 601, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 601, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 601, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_Z
[Statedef 602]
type    = A
movetype= A
physics = A
juggle  = 6
poweradd= 95
ctrl = 0
anim = 602

[State 602, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 602, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 90
getpower  = 90
givepower = 25
guardflag = HA
priority = 3
pausetime = 12,10
sparkxy = -10,-51
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 13
ground.velocity = -4
air.velocity = -1.3,-3

[State 602, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1



;---------------------------------------------------------------------------
;CROUCH_X
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 15
ctrl = 0
anim = 400

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 23
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-41
hitsound   = 5,0
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, 3]
type = CtrlSet
trigger1 = Time = 4
value = 1

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

;---------------------------------------------------------------------------
;CROUCH_Y
[Statedef 401]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 401

[State 401, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 401, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 62
getpower  = 40
givepower = 40
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -5,-10
sparkno = 0,5
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.2,-3
guard.velocity = -5
fall = 0

[State 401, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_Z
[Statedef 402]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 100
ctrl = 0
anim = 402

[State 402, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 5

[State 402, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 92
animtype = Hard
getpower  = 70
givepower = 40
hitflag = MAFD
guardflag = L
pausetime = 25,25
sparkxy = -5,-10
sparkno = 0,5
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.2,-3
guard.velocity = -5
fall = 0

[State 402, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;--------Special_Moves---------------------------------------------------
;Jaguar_Kick_a (Ground)
[Statedef 1001]
type = S
movetype = A
physics = N
juggle = 1
poweradd = 150
velset = 0
ctrl = 0
anim = 1011

[State 1001, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1011

;Jaguar_Kick_a2 (rising)
[Statedef 1011]
type = A
movetype = A
anim = 1001
velset = 0,0

[State 1011, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,9

[State 1011, 0.5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,15

[State 1011, 1] ;gravity
type = Veladd
trigger1 = animelem = 1
x = 3
y = -2

[State 1011, 1] ;gravity
type = Veladd
trigger1 = animelem = 2
x = 3
y = -3

[State 1011, 1] ;Gravity
type = Veladd
trigger1 = animelem = 3
x = 4
y = -4

[State 1011, 1] ;Gravity
type = Veladd
trigger1 = animelem = 4
x = 2
y = -5

[State 1011, 1] ;Gravity
type = Veladd
trigger1 = animelem = 5
x = 1
y = 4

[State 1011, 1] ;Gravity
type = Veladd
trigger1 = animelem = 6
x = 1
y = 4

[State 1011, 1] ;Gravity
type = Veladd
trigger1 = animelem = 7
x = 1
y = 4

[State 1052, 6]
trigger1 = Animelem = 3
type = Velset
x = 7
y = 2

[State 1011,4]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage = 100,2
priority = 5
hitflag = M
guardflag = M
pausetime = 10,10
sparkxy = -5, -50
hitsound = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4
air.velocity = -1.2, -6
forcestand = 1
fall = 0

[State 1011, 8] ;Hit ground
trigger1 = animTime = 0
type = ChangeState
value = 1021

;Jaguar_Kick_a3 (landing)
[Statedef 1021]
type    = S
movetype= A
physics = S
anim = 1021
velset = 0,0

[State 1021, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1021, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

:------------------------------------------------------------------------------------------
;Jaguar_Kick_b (Ground)
[Statedef 1101]
type = S
movetype = A
physics = N
juggle = 1
poweradd = 150
velset = 0
ctrl = 0
anim = 1011

[State 1101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1111

;Jaguar_Kick_b2 (rising)
[Statedef 1111]
type = A
movetype = A
anim = 1001
velset = 0,0

[State 1111, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,9

[State 1111, 0.5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,15

[State 1111, 1] ;gravity
type = Veladd
trigger1 = animelem = 1
x = 1
y = -3

[State 1111, 1] ;gravity
type = Veladd
trigger1 = animelem = 2
x = 1
y = -5

[State 1111, 1] ;Gravity
type = Veladd
trigger1 = animelem = 3
x = 1
y = -5

[State 1111, 1] ;Gravity
type = Veladd
trigger1 = animelem = 4
x = 1
y = -6

[State 1111, 1] ;Gravity
type = Veladd
trigger1 = animelem = 5
x = 1
y = 5

[State 1111, 1] ;Gravity
type = Veladd
trigger1 = animelem = 6
x = 1
y = 5

[State 1111, 1] ;Gravity
type = Veladd
trigger1 = animelem = 7
x = 1
y = 3

[State 1152, 6]
trigger1 = Animelem = 3
type = Velset
x = 5
y = 2

[State 1111,4]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage = 100,2
priority = 5
hitflag = M
guardflag = M
pausetime = 10,10
sparkxy = -5, -50
hitsound = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4
air.velocity = -1.2, -6
forcestand = 1
fall = 0

[State 1111, 8] ;Hit ground
trigger1 = animTime = 0
type = ChangeState
value = 1021

;Jaguar_Kick_b3 (landing)
[Statedef 1021]
type    = S
movetype= A
physics = S
anim = 1021
velset = 0,0

[State 1021, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1021, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1



:------------------------------------------------------------------------------------------
;Jaguar_Kick_c (Ground)
[Statedef 1201]
type = S
movetype = A
physics = N
juggle = 1
poweradd = 150
velset = 0
ctrl = 0
anim = 1011

[State 1101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1211

;Jaguar_Kick_c2 (rising)
[Statedef 1211]
type = A
movetype = A
anim = 1031
velset = 0,0

[State 1211, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,9

[State 1211, 0.5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,15

[State 1211, 1] ;gravity
type = Veladd
trigger1 = animelem = 1
x = 1
y = -5

[State 1211, 1] ;gravity
type = Veladd
trigger1 = animelem = 2
x = 1
y = -10

[State 1211, 1] ;Gravity
type = Veladd
trigger1 = animelem = 3
x = 1
y = -15

[State 1211, 1] ;Gravity
type = Veladd
trigger1 = animelem = 4
x = 1
y = -10

[State 1211, 1] ;Gravity
type = Veladd
trigger1 = animelem = 5
x = 1
y = 10

[State 1211, 1] ;Gravity
type = Veladd
trigger1 = animelem = 6
x = 1
y = 10

[State 1211, 1] ;Gravity
type = Veladd
trigger1 = animelem = 7
x = 1
y = -20

[State 1252, 6]
trigger1 = Animelem = 3
type = Velset
x = 2
y = 5

[State 1211,4]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage = 100,3
priority = 5
hitflag = M
guardflag = M
pausetime = 10,10
sparkxy = -5, -50
hitsound = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4
air.velocity = -1.2, -6
forcestand = 1
fall = 0

[State 1211, 8] ;Hit ground
trigger1 = animTime = 0
type = ChangeState
value = 1021

;Jaguar_Kick_c3 (landing)
[Statedef 1021]
type    = S
movetype= A
physics = S
anim = 1021
velset = 0,0

[State 1021, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1021, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------------
;Jaguar_a
[Statedef 1000]
type = S
movetype = A
anim = 1000
velset = 0
ctrl = 0
juggle = 10

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,11

[State 1000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1010

[Statedef 1010]
type = A
movetype = A
anim = 1010
physics = A
ctrl = 0
velset = 4,-4
juggle = 10

[State 1010, 1]
type = ChangeState
trigger1 = Vel Y >= 0
value = 1220

[State 1010, 2]
type = VelAdd
trigger1 = Time != 1
x = -.2

[State 1010, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 90,2
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MA
guardflag = L
pausetime = 10,12
sparkxy = -2,-50
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -3, -9
air.velocity = -3,-9
fall = 1
fall.recover = 0

[Statedef 1220]
type = A
movetype = I
anim = 1111
physics = N
ctrl = 0
velset = 0

[State 1220, 2]
type = ChangeState
trigger1 = pos y >= 0
value = 1230

[State 1220, 3]
type = VelAdd
trigger1 = time != 1000
y = 0.43

[State 1220, 6]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 1220, 3]
type = VelAdd
trigger1 = time != 1000
y = 0

[State 1220, 6]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[Statedef 1230]
type = S
movetype = I
anim = 1110
physics = S
ctrl = 0
velset = 0,0

[State 1230, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1230, 6]
type = AfterImageTime
trigger1 = Time >= 0
time = 5


;-------------------------------------------------------------------------------------
;Jaguar_b
[Statedef 1100]
type = S
movetype = A
anim = 1000
velset = 0
ctrl = 0
juggle = 10

[State 1100, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,11

[State 1100, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1500

[Statedef 1500]
type = A
movetype = A
anim = 1010
physics = A
ctrl = 0
velset = 4,-7
juggle = 10

[State 1500, 1]
type = ChangeState
trigger1 = Vel Y >= 0
value = 1220

[State 1500, 2]
type = VelAdd
trigger1 = Time != 1
x = -.2

[State 1500, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 90,2
animtype  = Heavy
getpower  = 10
givepower = 8
hitflag = MA
guardflag = L
pausetime = 10,12
sparkxy = -2,-50
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -3, -9
air.velocity = -3,-9
fall = 1
fall.recover = 0




;-------------------------------------------------------------------------------------
;Jaguar_c
[Statedef 1200]
type = S
movetype = A
anim = 1000
velset = 0
ctrl = 0
juggle = 5

[State 1200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,11

[State 1200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1600

[Statedef 1600]
type = A
movetype = A
anim = 1005
physics = A
ctrl = 0
velset = 4,-10
juggle = 5

[State 1600, 1]
type = ChangeState
trigger1 = Vel Y >= 0
value = 1220

[State 1600, 2]
type = VelAdd
trigger1 = Time != 1
x = -.2

[State 1600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage    = 90,2
animtype  = Heavy
getpower  = 10
givepower = 8
hitflag = MA
guardflag = L
pausetime = 10,5
sparkxy = -2,-50
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -3, -9
air.velocity = -4,-15
fall = 0
fall.recover = 0

[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage    = 90,2
animtype  = Hard
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = MA
pausetime = 9,6
sparkxy = -2,-50
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -2, -3
air.velocity = -3,-10
fall = 1
fall.recover = 0

;-------------------------------------------------------------------------
;Jaguar_Tooth_a
[Statedef 2000]
type = S
movetype = A
physics = N
juggle = 1
poweradd = 150
velset = 0
ctrl = 0
anim = 2000

[State 2000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2001

;Jaguar_Tooth_a2 (rising)
[Statedef 2001]
type = A
movetype = A
anim = 2001
velset = 0,0

[State 2001, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,4

[State 2001, 0.5]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0,10

[State 2001, 1] ;gravity
type = Veladd
trigger1 = animelem = 1
x = -1
y = -10

[State 2001, 1] ;gravity
type = Veladd
trigger1 = animelem = 2
x = -2
y = -10

[State 2001, 1] ;Gravity
type = Veladd
trigger1 = animelem = 3
x = -4
y = -10

[State 2001, 1] ;Gravity
type = Veladd
trigger1 = animelem = 4
x = -5
y = -10

[State 2001, 1] ;Gravity
type = Veladd
trigger1 = animelem = 5
x = 0
y = 0

[State 2001, 1] ;Gravity
type = Veladd
trigger1 = animelem = 6
x = 7
y = 10

[State 2001, 1] ;Gravity
type = Veladd
trigger1 = animelem = 7
x = 7
y = 10

[State 2052, 6]
trigger1 = Animelem = 3
type = Velset
x = 0
y = 7

[State 2001, 4]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage = 100,2
priority = 5
hitflag = M
guardflag = M
pausetime = 10,10
sparkxy = -5, -50
hitsound = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4
air.velocity = -1.2, -6
forcestand = 1
fall = 0

[State 2001, 8] ;Hit ground
trigger1 = animTime = 0
type = ChangeState
value = 2002

;Jaguar_tooth_a3 (landing)
[Statedef 2002]
type    = S
movetype= A
physics = S
anim = 2002
velset = 0,0

[State 2002, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2002, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1


;-------------------------------------------------------------------------
;Jaguar_Tooth_b
[Statedef 2100]
type = S
movetype = A
physics = N
juggle = 1
poweradd = 150
velset = 0
ctrl = 0
anim = 2000

[State 2100, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2101

;Jaguar_Tooth_b2 (rising)
[Statedef 2101]
type = A
movetype = A
anim = 2001
velset = 0,0

[State 2101, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,4

[State 2101, 0.5]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0,10

[State 2101, 1] ;gravity
type = Veladd
trigger1 = animelem = 1
x = -1
y = -10

[State 2101, 1] ;gravity
type = Veladd
trigger1 = animelem = 2
x = -2
y = -10

[State 2101, 1] ;Gravity
type = Veladd
trigger1 = animelem = 3
x = -4
y = -10

[State 2101, 1] ;Gravity
type = Veladd
trigger1 = animelem = 4
x = -5
y = -10

[State 2101, 1] ;Gravity
type = Veladd
trigger1 = animelem = 5
x = 0
y = 0

[State 2101, 1] ;Gravity
type = Veladd
trigger1 = animelem = 6
x = 10
y = 10

[State 2101, 1] ;Gravity
type = Veladd
trigger1 = animelem = 7
x = 10
y = 10

[State 2152, 6]
trigger1 = Animelem = 3
type = Velset
x = 0
y = 7

[State 2101, 4]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage = 100,2
priority = 5
hitflag = M
guardflag = M
pausetime = 10,10
sparkxy = -5, -50
hitsound = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4
air.velocity = -1.2, -6
forcestand = 1
fall = 0

[State 2101, 8] ;Hit ground
trigger1 = animTime = 0
type = ChangeState
value = 2102

;Jaguar_tooth_b3 (landing)
[Statedef 2102]
type    = S
movetype= A
physics = S
anim = 2002
velset = 0,0

[State 2102, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2102, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1


;-------------------------------------------------------------------------
;Jaguar_Tooth_c
[Statedef 2200]
type = S
movetype = A
physics = N
juggle = 1
poweradd = 150
velset = 0
ctrl = 0
anim = 2000

[State 2200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2201

;Jaguar_Tooth_b2 (rising)
[Statedef 2201]
type = A
movetype = A
anim = 2001
velset = 0,0

[State 2201, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,4

[State 2201, 0.5]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0,10

[State 2201, 1] ;gravity
type = Veladd
trigger1 = animelem = 1
x = -1
y = -10

[State 2201, 1] ;gravity
type = Veladd
trigger1 = animelem = 2
x = -3
y = -10

[State 2201, 1] ;Gravity
type = Veladd
trigger1 = animelem = 3
x = -4
y = -10

[State 2201, 1] ;Gravity
type = Veladd
trigger1 = animelem = 4
x = -5
y = -10

[State 2201, 1] ;Gravity
type = Veladd
trigger1 = animelem = 5
x = 0
y = 0

[State 2201, 1] ;Gravity
type = Veladd
trigger1 = animelem = 6
x = 15
y = 10

[State 2201, 1] ;Gravity
type = Veladd
trigger1 = animelem = 7
x = 15
y = 10

[State 2252, 6]
trigger1 = Animelem = 3
type = Velset
x = 0
y = 7

[State 2201, 4]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage = 100,2
priority = 5
hitflag = M
guardflag = M
pausetime = 10,10
sparkxy = -5, -50
hitsound = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4
air.velocity = -1.2, -6
forcestand = 1
fall = 1

[State 2201, 8] ;Hit ground
trigger1 = animTime = 0
type = ChangeState
value = 2202

;Jaguar_tooth_c3 (landing)
[Statedef 2202]
type    = S
movetype= A
physics = S
anim = 2002
velset = 0,0

[State 2202, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2202, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1


;=================== HYPER MOVES ======================================
;---------------------------------------------------------------------------
; STAND_X
[Statedef 3000]
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 = 3000                       ;Change animation (Def: no change)
poweradd = -3000                    ;Power to add (Def: 0)

[State 3000, .5]
type = SuperPause
trigger1 = Animelem = 1
pos = 7, -60
anim = 31

[State 3000, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 0,16

[State 3000, 2.5]
type = PlaySnd
trigger1 = animelem = 1
value = F20,0

[State 3000, 1] ;Gravity
type = Veladd
trigger1 = animelem = 29
x = 20
y = -15

[State 3000, 1] ;Gravity
type = Veladd
trigger1 = animelem = 30
x = 0
y = 0

[State 3000, 1] ;Gravity
type = Veladd
trigger1 = animelem = 31
x = 3
y = 20

[State 3000, 1]
type = EnvShake
Trigger1 = animelem = 30
time = 60
ampl = -3
freq = 90
phase = 90

[State 3000, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA                     ;Attribute: Standing, Normal Attack
damage    = 50,2                   ;Damage that move inflicts
animtype = Heavy                 ;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 = 6,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0, 3                   ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = 5,4                   ;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 = 0             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = 0             ;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 3000, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA                     ;Attribute: Standing, Normal Attack
damage    = 50,2                   ;Damage that move inflicts
animtype = Heavy                 ;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 = 6,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0, 3                   ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = 5,4                   ;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 = 0             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = 0             ;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 3000, 5]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA            
damage    = 50,2          
animtype = Heavy        
guardflag = MA          
hitflag = MAF           
priority = 3, Hit       
pausetime = 6,8         
numhits = 1             
sparkno = 0, 3          
sparkxy = -10,-70       
hitsound = 5,4          
guardsound = 6,0        
ground.type = High      
ground.slidetime = 0    
ground.hittime  = 11    
ground.velocity = 0     
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3           


[State 3000, 6]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA            
damage    = 50,2          
animtype = Heavy        
guardflag = MA          
hitflag = MAF           
priority = 3, Hit       
pausetime = 6,8         
numhits = 1             
sparkno = 0, 3          
sparkxy = -10,-70       
hitsound = 5,4          
guardsound = 6,0        
ground.type = High      
ground.slidetime = 0    
ground.hittime  = 11    
ground.velocity = 0     
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3

[State 3000, 7]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA            
damage    = 50,2          
animtype = Heavy        
guardflag = MA          
hitflag = MAF           
priority = 3, Hit       
pausetime = 6,8         
numhits = 1             
sparkno = 0, 3          
sparkxy = -10,-70       
hitsound = 5,4          
guardsound = 6,0        
ground.type = High      
ground.slidetime = 0    
ground.hittime  = 11    
ground.velocity = 0     
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3

[State 3000, 8]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA            
damage    = 50,2          
animtype = Heavy        
guardflag = MA          
hitflag = MAF           
priority = 3, Hit       
pausetime = 6,8         
numhits = 1             
sparkno = 0, 3          
sparkxy = -10,-70       
hitsound = 5,4          
guardsound = 6,0        
ground.type = High      
ground.slidetime = 0    
ground.hittime  = 11    
ground.velocity = 0     
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3

[State 3000, 9]
type = HitDef
trigger1 = AnimElem = 16
attr = S, HA            
damage    = 50,2          
animtype = Heavy        
guardflag = MA          
hitflag = MAF           
priority = 3, Hit       
pausetime = 6,8         
numhits = 1             
sparkno = 0, 3          
sparkxy = -10,-70       
hitsound = 5,4          
guardsound = 6,0        
ground.type = High      
ground.slidetime = 0    
ground.hittime  = 11    
ground.velocity = 0     
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3

[State 3000, 10]
type = HitDef
trigger1 = AnimElem = 17
attr = S, HA            
damage    = 50,2          
animtype = Heavy        
guardflag = MA          
hitflag = MAF           
priority = 3, Hit       
pausetime = 6,8         
numhits = 1             
sparkno = 0, 3          
sparkxy = -10,-70       
hitsound = 5,4          
guardsound = 6,0        
ground.type = High      
ground.slidetime = 0    
ground.hittime  = 11    
ground.velocity = 0     
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3

[State 3000, 11]
type = HitDef
trigger1 = AnimElem = 21
attr = S, HA            
damage    = 50,2          
animtype = Heavy        
guardflag = MA          
hitflag = MAF           
priority = 3, Hit       
pausetime = 6,8         
numhits = 1             
sparkno = 0, 3          
sparkxy = -10,-70       
hitsound = 5,4          
guardsound = 6,0        
ground.type = High      
ground.slidetime = 0    
ground.hittime  = 11    
ground.velocity = 0     
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3

[State 3000, 12]
type = HitDef
trigger1 = AnimElem = 22
attr = S, HA            
damage    = 50,2          
animtype = Heavy        
guardflag = MA          
hitflag = MAF           
priority = 3, Hit       
pausetime = 6,8         
numhits = 1             
sparkno = 0, 3          
sparkxy = -10,-70       
hitsound = 5,4          
guardsound = 6,0        
ground.type = High      
ground.slidetime = 0    
ground.hittime  = 11    
ground.velocity = 0     
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3

[State 3000, 13]
type = HitDef
trigger1 = AnimElem = 25
attr = S, HA            
damage    = 50,2          
animtype = Heavy        
guardflag = MA          
hitflag = MAF           
priority = 3, Hit       
pausetime = 6,8         
numhits = 1             
sparkno = 0, 3          
sparkxy = -10,-70       
hitsound = 5,4          
guardsound = 6,0        
ground.type = High      
ground.slidetime = 0    
ground.hittime  = 11    
ground.velocity = 0     
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3

[State 3000, 14]
type = HitDef
trigger1 = AnimElem = 26
attr = S, HA
damage    = 50,2
animtype  = Heavy
getpower  = 10
givepower = 8
hitflag = MA
guardflag = L
pausetime = 10,5
sparkxy = -2,-50
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -3, -9
air.velocity = -0,-10
fall = 0
fall.recover = 0

[State 3000, 15]
type = HitDef
trigger1 = AnimElem = 30
attr = S, HA            
damage    = 150,3          
animtype = Back        
guardflag = MA          
hitflag = MAF           
priority = 3, Hit       
pausetime = 55,60         
numhits = 1             
sparkno = 0, 3          
sparkxy = -10,-70       
hitsound = 5,4          
guardsound = 6,0        
ground.type = Trip  
ground.slidetime = 0    
ground.hittime  = 0    
ground.velocity = 0     
airguard.velocity = -1.9,-.8
air.velocity = -10,10
fall = 1
fallrecover = 0
down.bounce = 1

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
ctrl = 1

;(landing)
[Statedef 3001]
type    = S
movetype= A
physics = S
anim = 2002
velset = 0,0

[State 3001, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3001, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1



;--------- OVERRIDE COMN STATES --------------------------------
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = N
anim = 100
ctrl = 0

[State 100, 1]
type = VelSet
trigger1 = Time >= 0
trigger1 = AnimElem = 2, < 0
x = 6

[State 100, 2]
type = VelMul
trigger1 = AnimElem = 2, >= 0
x = .9

[State 100, 3]
type = VelMul
trigger1 = AnimElem = 3, >= 0
x = .9

[State 100, 4]
type = CtrlSet
trigger1 = AnimTime = -2
value = 1

[State 100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 100, 6]
type = MakeDust
trigger1 = Time = 1
pos = -25,-2
spacing = 1

[State 100, 6]
type = MakeDust
trigger1 = AnimElem = 2, >= 0
pos = -15,-2