; Benimaru's constants
;=====================
[Data]
life = 1500  
attack = 100         
defence = 100        
fall.defence_up = 50 
liedown.time = 60    
airjuggle = 15       
sparkno = 0,7        
parkno = 0,20 
KO.echo = 0          

[Size]
xscale = 1           
yscale = 1           
height = 60
ground.back = 20    
ground.front = 20  
air.back = 21        
air.front = 23     
z.width = 23         
attack.width = 4,4   
attack.dist = 160   
proj.attack.dist = 90 

[Velocity]
walk.fwd  = 2.8     
walk.back = -2.5     
walk.up   = -2       
walk.down = 2        
run.fwd  = 5.6, 0    
run.back = -6.5,-5.5 
jump.neu = 0,-10.1    
jump.back = -3,-10.5   
jump.fwd = 3.5,-12.8       
runjump.back = -2.9,-14.1 
runjump.fwd = 6,-12.1      

[Movement]
airjump.num = 0      
airjump.height = 35  
yaccel = .43        
stand.friction = .85  
crouch.friction = .82 

; Benimaru's Moves
;==============
; WIN
[Statedef 180]
type = S
velset = 0

[State 180, 0]
type = ChangeState
trigger1 = command = hold_x
value = 181

[State 180, 0]
type = ChangeState
trigger1 = command = hold_y
value = 182

[State 180, 0]
type = ChangeState
trigger1 = command = hold_z
value = 183

[State 180, 0]
type = ChangeState
trigger1 = command = hold_a
value = 184

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,100

[State 180, 2]
type = ChangeState
trigger1 = Var1 = [0,24]
value = 181

[State 180, 3]
type = ChangeState
trigger1 = Var1 = [25,49]
value = 182

[State 180, 4]
type = ChangeState
trigger1 = Var1 = [50,74]
value = 183

[State 180, 5]
type = ChangeState
trigger1 = Var1 = [75,100]
value = 184

;---------------------------------------------------------------------------
; WIN 1
[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, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 41
volume = -40

;---------------------------------------------------------------------------
; WIN 2
[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, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 42
volume = -40

;---------------------------------------------------------------------------
; WIN 3
[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 183, 2]
type = PlaySnd
trigger1 = AnimElem = 11
value = 0, 36
volume = -40

;---------------------------------------------------------------------------
; WIN 4
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0,0

[State 184, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 184, 2]
type = PlaySnd
trigger1 = AnimElem = 40
value = 0, 36
volume = -40

[State 184, 2]
type = PlaySnd
trigger1 = AnimElem = 43
value = 0, 31
volume = -40

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

[State 191, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2name = Kyo99
trigger2 = P4name = Kyo99
value = 950

[State 191, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2name = Athena Asamiya
trigger2 = P4name = Athena Asamiya
trigger3 = P2name = Blue Mary
trigger4 = P4name = Blue Mary
trigger5 = P2name = Shermie'
trigger6 = P4name = Shermie'
value = 951

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

[State 191, 2]
type = VarSet
trigger1 = Time = 160
v = 9
value = 0

[State 191, 2]
type = Playsnd
trigger1 = AnimElem = 2
value = 0,4

[State 191, 3]
type = ChangeState
trigger1 = Time = 160
value = 0
ctrl = 0

;---------------------------------------------------------------------------
; INTRO VS KYO
[Statedef 950]
type = S
ctrl = 0
anim = 950
velset = 0,0,0

[State 950, 1]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 950, 2]
type = VarSet
trigger1 = Time = 224
v = 9
value = 0

[State 950, 2]
type = Playsnd
trigger1 = AnimElem = 5
value = 0,14
volume = -40

[State 950, 2]
type = Playsnd
trigger1 = time = 150
value = 0,15
volume = -40

[State 950, 3]
type = ChangeState
trigger1 = Time = 224
value = 0
ctrl = 0

;---------------------------------------------------------------------------
; Intro vs KOF girls fighters
[Statedef 951]
type = S
ctrl = 0
anim = 951
velset = 0,0,0

[State 951, 2]
type = Playsnd
trigger1 = AnimElem = 3
value = 0,40
volume = -40

[State 951, 1]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 951, 2]
type = VarSet
trigger1 = Time = 260
v = 9
value = 0

[State 951, 3]
type = ChangeState
trigger1 = Time = 260
value = 0
ctrl = 0

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = S

[State 100, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 100

[State 100, 1]
type = PlaySnd
trigger1 = Animelem = 3
value = 0,3

[State 100, 1]
type = MakeDust
trigger1 = command = FF
value = 1
pos = -10, 0

[State 100, 1]
type = MakeDust
trigger1 = command != holdfwd
value = 1
pos = 30, 0

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

;---------------------------------------------------------------------------
; Step backwards
[Statedef 105]
type = A
physics = A
anim = 105
ctrl = 0

[State 105, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1
volume = -40

[State 105, 2]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

[State 105, 3]
type = VelSet
trigger1 = Time = 10
x = -3.8

;---------------------------------------------------------------------------
; Step backwards (land)
[Statedef 106]
type    = S
physics = S
anim = 106
crtl = 0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0
x = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = PlaySnd
trigger1 =  Time = 2
value = 0,2
volume = 20

[State 106, 3]
type = MakeDust
trigger1 = Time = 3
value = 1
pos = 10, 0

[State 106, 4]
type = ChangeState
trigger1 = Time = 3
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jump Land
[Statedef 701]
type = A
movetype = I
physics = A

[State 701, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,2
volume = 20

;---------------------------------------------------------------------------
; Roll forward
[Statedef 510]
type = S
movetype = I
physics = N
ctrl = 0
anim = 510
velset = 0

[State 510, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 10

[State 510, 4]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 510, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,5
volume = -40

[State 510, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Roll backward
[Statedef 512]
type = S
movetype = I
physics = N
ctrl = 0
anim = 512
velset = 0

[State 512, 3]
type = VelSet
trigger1 = AnimElem = 2
x = -10

[State 512, 4]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 512, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,5
volume = -40

[State 512, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Dodge
[Statedef 515]
type = S
movetype = I
physics = N
ctrl = 0
anim = 515
velset = 0

[State 515, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,5
volume = -40

[State 515, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Guard cancel roll (forward)
[Statedef 800]
type = S
movetype = I
physics = S
poweradd = -500
ctrl = 0
anim = 510
velset = 0

[State 800, 1]
type = AfterImage
trigger1 = Time = 1
time = 15

[State 800, 2]
type = EnvColor
trigger1 = Time = 0
value = 231,231,231
time = 1

[State 800, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 15

[State 800, 4]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 800, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,5
volume = -40

[State 800, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Guard cancel roll (backwards)
[Statedef 801]
type = S
movetype = I
physics = S
poweradd = -500
ctrl = 0
anim = 512
velset = 0

[State 801, 1]
type = AfterImage
trigger1 = Time = 1
time = 15

[State 801, 2]
type = EnvColor
trigger1 = Time = 0
value = 231,231,231
time = 1

[State 801, 3]
type = VelSet
trigger1 = AnimElem = 2
x = -15

[State 801, 3]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 801, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,5
volume = -40

[State 801, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; KOF Counter
[Statedef 520]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = -1000
anim = 1200
juggle = 10
velset = 0,0

[State 520, 1]
type = SuperPause
trigger1 = time = 0
anim = -1
pos = 8, -82
time = 14
movetime = 14

[State 520, 1]
type = MakeExplod
trigger1 = time = 0
anim = 291
pos = 4,-92
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

[State 520, 1]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = StateNo = 250
value = 0,33
volume = -40

[State 520, 2]
type = HitDef
Trigger1 = AnimElem = 3
trigger2 = StateType != A
attr = S, ST
givepower  = 60
hitflag = M
Guardflag =-A
priority = 8, Miss
;snap = 40, 0, 0, 1 
sparkno = 0,5
sparkxy = -16,-100
p2facing = 1
p1stateno = 1201
p2stateno = 1210
p2getp1state = 1

[State 520, 5]
type = ChangeState
Trigger1 = AnimTime = 0
Trigger1 = Stateno != 1201
value = 0
ctrl = 1

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

[State 195, 1]
type = CtrlSet
trigger1 = Time = 25
value = 1

[State 195, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,10
volume = -40

[State 195, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Charge
[Statedef 731]
type = S
physics = S
anim = 731
velset = 0,0
ctrl = 0

[State 731, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,12
volume = -40

[State 731, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,11
volume = -40

[State 731, 2]
type = PowerAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
value = 15

[State 731, 3]
type = GameMakeAnim
trigger1 = TimeMod = 9, 0
value = 100
pos = 3, 0

[State 731, 4]
type = ChangeState
trigger1 = command != hold_x
trigger2 = command != hold_y
trigger3 = command != hold_z
value = 0
ctrl = 1

[State 731, 5]
type = ChangeState
trigger1 = Power => 3000
value = 732

[Statedef 732]
type = S
movetype = I
physics = S
anim = 732
velset = 0,0

[State 732, 1]
type = PalFX
trigger1 = AnimElem = 3
time = 5
add = 256,256,256

[State 732, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,13
volume = -40

[State 732, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing far light punch
[Statedef 200]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 22
anim = 200
juggle = 2
velset = 0,0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,21

[State 200, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
volume = -40
value = 0,19

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype = Light
damage = 21
givepower  = 10,15
guardflag = MA
pausetime = 7,8
sparkno = 0,3
sparkxy = -25,-80
hitsound = s0,16
guardsound = s0,23
ground.type = High
ground.slidetime = 9
ground.hittime = 6
ground.velocity = -4.2
guard.velocity = -4.2
air.velocity = -2,-2.4
airguard.velocity = -0.5,-2

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

;---------------------------------------------------------------------------
; Standing near light punch
[Statedef 202]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 20
anim = 202
juggle = 2
velset = 0,0

[State 202, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,21

[State 202, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
volume = -40
value = 0,19

[State 202, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype = Light
damage = 15
givepower  = 12,14
guardflag = MA
pausetime = 9,9
sparkno = 0,3
sparkxy = -25,-85
hitsound = s0,16
guardsound = s0,23
ground.type = High
ground.slidetime = 9
ground.hittime = 9
guard.velocity = -4
ground.velocity = -4
air.velocity = -2,-2.4
airguard.velocity = -0.6,-2

[State 202, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouch light punch
[Statedef 203]
type = C
physics = C
movetype = A
ctrl = 0
poweradd = 20
anim = 203
juggle = 2

[State 203, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,21

[State 203, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,19
volume = -40

[State 203, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype = Light
damage = 21
givepower  = 15,20
guardflag = MA
pausetime = 6,8
sparkno = 0,3
sparkxy = -25,-43
hitsound = s0,16
guardsound = s0,23
ground.type = Low
ground.slidetime = 7
ground.hittime = 9
guard.velocity = -3.5
ground.velocity = -3.5
air.velocity = -3.1,-3
airguard.velocity = -0.8,-1.5

[State 203, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 10
ctrl = 1

;---------------------------------------------------------------------------
; Jumping light punch
[Statedef 600]
type = A
physics = A
movetype = A
ctrl = 0
poweradd = 20
anim = 600
juggle = 2

[State 600, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,21

[State 600, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,19
volume = -40

[State 600, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype = Light
damage = 18
givepower  = 12,20
guardflag = HA
pausetime = 7,10
sparkno = 0,3
sparkxy = -25,-53
hitsound = s0,16
guardsound = s0,23
ground.slidetime = 8
ground.hittime = 9
guard.velocity = -3.8
ground.velocity = -3.8
air.velocity = -2.2,-2.5
airguard.velocity = -0.6,-0.5
air.hittime = 8

[State 600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 47
ctrl = 1

;---------------------------------------------------------------------------
; Light kick(near)
[Statedef 210]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 22
anim = 210
juggle = 2
velset = 0

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,21

[State 210, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
volume = -40
value = 0,19

[State 210, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Light
damage = 19
givepower  = 11,15
guardflag = MA
pausetime = 7,7
sparkno = 0,3
sparkxy = -27,-85
hitsound = s0,16
guardsound = s0,23
ground.type = Low
ground.slidetime = 8
ground.hittime = 7
guard.velocity = -1.6
ground.velocity = -1.6
air.velocity = -2,-3.2
airguard.velocity = -0.8,-2

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

;---------------------------------------------------------------------------
; Light kick
[Statedef 211]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 24
anim = 211
juggle = 2
velset = 0

[State 211, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,21

[State 211, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
volume = -40
value = 0,19

[State 211, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype = Light
damage = 22
givepower  = 16,20
guardflag = MA
pausetime = 7,10
sparkno = 0,3
sparkxy = -27,-85
hitsound = s0,16
guardsound = s0,23
ground.type = high
ground.slidetime = 7
ground.hittime = 11
guard.velocity = -5.2
ground.velocity = -5.2
air.velocity = -3,-3
airguard.velocity = -1.5,-1.8

[State 211, 4]
type = Ctrlset
trigger1 = Animelem = 6
value = 1

[State 211, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Forward Kick
[Statedef 215]
type = A
physics = S
movetype = A
ctrl = 0
poweradd = 45
anim = 215
juggle = 6

[State 215, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,22

[State 215, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,20
volume = -40

[State 215, 2]
type = velset
trigger1 = time >= 1
trigger1 = time <= 6
x = 5
y = -1

[State 215, 2]
type = velset
trigger1 = time >= 7
trigger1 = time <= 12
x = 5
y = 1

[State 215, 2]
type = velset
trigger1 = animelem = 3
x = 0
y = 0

[State 215, 2]
type = posset
trigger1 = animelem = 3
y = 0

[State 215, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype = Hard
damage = 32
givepower  = 15,22
guardflag = HA
pausetime = 10,12
sparkno = 0,7
sparkxy = -8,-87
hitsound = s0,18
guardsound = s0,23
ground.type = high
ground.slidetime = 10
ground.hittime = 16
guard.velocity = -7.1
ground.velocity = -7.1
air.velocity = -4,0.4
airguard.velocity = -1,-2.4

[State 215, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Forward Kick(link)
[Statedef 216]
type = A
physics = S
movetype = A
ctrl = 0
poweradd = 45
anim = 216
juggle = 6

[State 216, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,22

[State 216, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,20
volume = -40

[State 216, 2]
type = velset
trigger1 = time >= 1
trigger1 = time <= 6
x = 5
y = -1

[State 216, 2]
type = velset
trigger1 = time >= 7
trigger1 = time <= 12
x = 5
y = 1

[State 216, 2]
type = velset
trigger1 = animelem = 3
x = 0
y = 0

[State 216, 2]
type = posset
trigger1 = animelem = 3
y = 0

[State 216, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype = Hard
damage = 32
givepower  = 15,22
guardflag = HA
pausetime = 10,12
sparkno = 0,7
sparkxy = -8,-87
hitsound = s0,18
guardsound = s0,23
ground.type = high
ground.slidetime = 10
ground.hittime = 16
guard.velocity = -3.1
ground.velocity = -3.1
air.velocity = -4,0.4
airguard.velocity = -1,-2.4

[State 216, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching light kick
[Statedef 213]
type = C
physics = C
movetype = A
ctrl = 0
poweradd = 25
anim = 213
juggle = 2

[State 213, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,21

[State 213, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,19
volume = -40

[State 213, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype = Light
damage = 16
givepower  = 15,20
guardflag = L
pausetime = 6,8
sparkno = 0,3
sparkxy = -3,-7
hitsound = s0,16
guardsound = s0,23
ground.type = Low
ground.slidetime = 7
ground.hittime = 9
guard.velocity = -2.5
ground.velocity = -2.5
air.velocity = -3.2,-3
airguard.velocity = -0.7,-1.4

[State 213, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 10
ctrl = 1

;---------------------------------------------------------------------------
; Jumping light kick
[Statedef 601]
type = A
physics = A
movetype = A
ctrl = 0
poweradd = 18
anim = 601
juggle = 2

[State 601, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,21

[State 601, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,19
volume = -40

[State 601, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
animtype = Light
damage = 22
givepower  = 10,18
guardflag = HA
pausetime = 7,10
sparkno = 0,3
sparkxy = -25,-53
hitsound = s0,16
guardsound = s0,23
ground.slidetime = 9
ground.hittime = 9
guard.velocity = -3.5
ground.velocity = -3.5
air.velocity = -2.1,-3.5
airguard.velocity = -0.5,-0.6
air.hittime = 8

[State 601, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 47
ctrl = 1

;---------------------------------------------------------------------------
; Standing near strong punch
[Statedef 220]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 50
anim = 220
juggle = 8

[State 220, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,22

[State 220, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,20
Volume = -40

[State 220, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype = medium
damage = 70
givepower  = 17,25
guardflag = HA
pausetime = 9,12
sparkno = 0,7
sparkxy = -8,-77
hitsound = s0,17
guardsound = s0,23
ground.type = Low
ground.slidetime = 12
ground.hittime = 17
guard.velocity = -5.2
ground.velocity = -5.2
air.velocity = -6.7,-4.3
airguard.velocity = -1.6,-2.5

[State 220, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing far strong punch
[Statedef 225]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 44
velset = 0,0
anim = 225
juggle = 8

[State 225, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,22

[State 225, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
volume = -40
value = 0,20

[State 225, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
damage = 60
givepower  = 30,40
guardflag = MA
pausetime = 6,12
sparkxy = -15,-85
hitsound = s0,17
guardsound = s0,23
ground.type = High
ground.slidetime = 15
ground.hittime = 16
guard.velocity = -7.5
ground.velocity = -7.5
air.velocity = -6,-3.5
airguard.velocity = -1,-2.9

[State 225, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching strong punch
[Statedef 221]
type = C
physics = C
movetype = A
ctrl = 0
poweradd = 60
anim = 221
juggle = 7

[State 221, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,22

[State 221, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,20
volume = -40

[State 221, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
damage = 60
givepower  = 28,40
guardflag = MA
pausetime = 10,14
sparkxy = -18,-35
hitsound = s0,17
guardsound = s0,23
ground.type = Low
ground.slidetime = 14
ground.hittime = 18
guard.velocity = -9
ground.velocity = -9
air.velocity = -5.8,-4
airguard.velocity = -1.8,-3.5

[State 221, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 10
ctrl = 1

;---------------------------------------------------------------------------
; Jumping strong punch
[Statedef 603]
type = A
physics = A
movetype = A
ctrl = 0
poweradd = 52
anim = 603
juggle = 7

[State 603, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,22

[State 603, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,20
volume = -40

[State 603, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype = Hard
damage = 62
givepower  = 25,35
guardflag = HA
pausetime = 10,15
sparkxy = -32,-60
hitsound = s0,17
guardsound = s0,23
ground.slidetime = 13
ground.hittime = 16
guard.velocity = -6.5
ground.velocity = -6.5
air.velocity = -4.3,-3.5
airguard.velocity = -1.3,-0.5
air.hittime = 14

[State 603, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 47
ctrl = 1

;---------------------------------------------------------------------------
; Standing near strong kick
[Statedef 232]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 41
anim = 232
juggle = 8

[State 232, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,22

[State 232, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,20
Volume = -40

[State 232, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
damage = 60
givepower  = 21,35
guardflag = MA
pausetime = 12,15
sparkxy = -20,-87
hitsound = s0,18
guardsound = s0,23
ground.type = High
ground.slidetime = 15
ground.hittime = 17
guard.velocity = -10.5
ground.velocity = -10.5
air.velocity = -5.9,-4.4
airguard.velocity = -1.5,-2.5

[State 232, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing far strong kick
[Statedef 230]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 46
anim = 230
juggle = 8

[State 230, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,22

[State 230, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,20
Volume = -40

[State 230, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype = Hard
damage = 55
givepower  = 28,38
guardflag = MA
pausetime = 10,14
sparkxy = -12,-62
hitsound = s0,18
guardsound = s0,23
ground.type = High
ground.slidetime = 13
ground.hittime = 17
guard.velocity = -12.4
ground.velocity = -12.4
air.velocity = -6.5,-4.1
airguard.velocity = -1.5,-2.8
 
[State 230, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching strong kick
[Statedef 233]
type = C
physics = C
movetype = A
ctrl = 0
poweradd = 50
anim = 233
juggle = 15

[State 233, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,22

[State 233, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,20
volume = -40

[State 233, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = 62
givepower  = 24,42
guardflag = L
pausetime = 11,12
sparkxy = -12,-7
hitsound = s0,18
guardsound = s0,23
ground.type = Trip
ground.slidetime = 12
ground.hittime = 21
ground.velocity = -8.5
ground.velocity = -1.5,-8.2
air.velocity = -1.5,-8.2
airguard.velocity = -1.3,-3.5
fall.animtype = Hard
fall.velocity = -1.2,-8
fall = 1

[State 233, 4]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = Command = recovery
value = 5200 

[State 233, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 10
ctrl = 1

;---------------------------------------------------------------------------
; Jumping strong kick
[Statedef 605]
type = A
physics = A
movetype = A
ctrl = 0
poweradd = 52
anim = 605
juggle = 9

[State 605, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,22

[State 605, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,20
volume = -40

[State 605, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
animtype = Hard
damage = 65
givepower  = 23,40
guardflag = HA
pausetime = 10,15
sparkxy = -22,-70
hitsound = s0,18
guardsound = s0,23
ground.slidetime = 12
ground.hittime = 17
guard.velocity = -7.8
ground.velocity = -7.8
air.velocity = -5,-2.8
airguard.velocity = -1,-0.4
air.hittime = 15

[State 605, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 47
ctrl = 1

;---------------------------------------------------------------------------
; Jumping forward strong kick
[Statedef 606]
type = A
physics = A
movetype = A
ctrl = 0
poweradd = 55
anim = 606
juggle = 9

[State 606, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,22

[State 606, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,20
volume = -40

[State 606, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype = Hard
damage = 75
givepower  = 25,45
guardflag = HA
pausetime = 10,14
sparkxy = -22,-60
hitsound = s0,18
guardsound = s0,23
ground.slidetime = 16
ground.hittime = 18
guard.velocity = -7.6
ground.velocity = -7.6
air.velocity = -5.2,-2.6
airguard.velocity = -1.3,-0.5
air.hittime = 16

[State 606, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 47
ctrl = 1

;---------------------------------------------------------------------------
; Air spinning kick
[Statedef 610]
type = A
physics = A
movetype = A
ctrl = 0
poweradd = 80
anim = 610
juggle = 10

[State 610, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,22

[State 610, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0,20
volume = -40

[State 610, 2]
type = velset
trigger1 = time >= 4
x = 3
y = 5

[State 610, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
persistent = 5
attr = A, NA
animtype = medium
damage = 20
givepower  = 15,25
guardflag = H
pausetime = 10,15
sparkxy = -22,-50
hitsound = s0,18
guardsound = s0,23
ground.slidetime = 14
ground.hittime = 17
guard.velocity = -4.6
ground.velocity = -4.6
air.velocity = -5,-2.5

[State 610, 4]
type = ChangeState
trigger1 = vel y = 0
trigger1 = pos y = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing knockdown
[Statedef 250]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 70
anim = 250
juggle = 15
Velset = 0,0,0

[State 250, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,22

[State 250, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0,20
volume = -40

[State 250, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype = Back
damage = 82
givepower  = 35,52
guardflag = MA
pausetime = 12,15
sparkxy = -22,-67
hitsound = s0,24
guardsound = s0,23
ground.type = Trip
ground.slidetime = 15
ground.hittime = 21
guard.velocity = -4.5
ground.velocity = -4.5,-5.5
air.velocity = -4.2,-5.4
airguard.velocity = -1.2,-2.2
fall.velocity = n/a,-4.5
fall = 1

[State 250, 4]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = Command = recovery
value = 5200 

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jumping knockdown
[Statedef 255]
type = A
physics = A
movetype = A
ctrl = 0
poweradd = 55
anim = 255
juggle = 15

[State 255, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,22

[State 255, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0,20
volume = -40

[State 255, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype = Back
damage = 88
givepower  = 28,42
guardflag = HA
pausetime = 11,15
sparkxy = -12,-87
hitsound = s0,24
guardsound = s0,23
ground.type = Trip
ground.slidetime = 15
ground.hittime = 20
guard.velocity = -4.2
ground.velocity = -4.2,-5.5
air.velocity = -4,-5.3
airguard.velocity = -1.2,-2.4
fall.velocity = n/a,-4.5
fall = 1

[State 255, 4]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = Command = recovery
value = 5200 

[State 255, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 47
ctrl = 1

;---------------------------------------------------------------------------
; Guard reversal
[Statedef 251]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = -1000
anim = 250
juggle = 1
velset = 0,0

[State 251, 1]
type = Superpause
trigger1 = Time = 0
anim = -1
movetime = 19
pos = 0,0
time = 20

[State 251, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,22

[State 251, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0,20
volume = -40

[State 250, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype = Back
damage = 38
givepower  = 35,52
guardflag = MA
pausetime = 12,15
sparkxy = -22,-67
hitsound = s0,24
guardsound = s0,23
ground.type = Trip
ground.slidetime = 15
ground.hittime = 21
guard.velocity = -4.5
ground.velocity = -4.5,-5.5
air.velocity = -4.2,-5.4
airguard.velocity = -1.2,-2.2

[State 251, 4]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = Command = recovery
value = 5200 

[State 251, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw 1
[Statedef 550]
type = S
physics = S
movetype = A
juggle  = 0
velset = 0,0
ctrl = 0
anim = 550

[State 550, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
givepower  = 35
Hitflag = M-
sparkno = 0,5
priority = 2, Miss
sparkxy = -40,-105
hitsound = s0,46
p1stateno = 551
p2stateno = 552
p2getp1state = 1
p2facing = 1

[State 550, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 551]
type = S
physics = N
movetype = A
ctrl = 0
anim = 551

[State 551, 1]
type = width
trigger1 = time >= 0
value = 70,0

[State 551, 1]
type = playsnd
trigger1 = Animelem = 4
value = 0,20
volume = -40

[State 551, 1]
type = playsnd
trigger1 = Animelem = 5
value = 0,18

[State 551, 1]
type = targetbind
trigger1 = Animelem = 1
pos = 53,-108
time = 4

[State 551, 2]
type = targetbind
Trigger1 = animelem = 2
pos = 65,-100
time = 14

[State 551, 2]
type = targetbind
Trigger1 = animelem = 5
pos = 65,-85
time = 1

[State 551, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 552]
type    = S
movetype= H
physics = S
ctrl = 0
velset = 0,0

[State 552, 1]
type = Changeanim2
trigger1 = Time = 0
value = 552

[State 552, 2]
type = Lifeadd
trigger1 = animelem = 5
value = -68

[State 552, 3]
type = Posadd
trigger1 = animelem = 7
y = 40

[State 552, 3]
type = Veladd
trigger1 = time >= 20
x = -1.2
y = -0.35

[State 552, 5]
type = gamemakeanim
Trigger1 = animelem = 5
value = 7
pos = 18,-5
postype = p2
sprpriority = 2
bindtime = 1

[State 552, 5]
type = ChangeAnim
Trigger1 = time = 31
value = 5050
ctrl = 0

[State 552, 4]
type = selfstate
trigger1 = time = 31
value = 5050
ctrl = 0

;---------------------------------------------------------------------------
; Throw 2
[Statedef 560]
type = S
physics = S
movetype = A
juggle  = 0
velset = 0,0
ctrl = 0
anim = 550

[State 560, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
givepower  = 40
Hitflag = M-
sparkno = 0,5
priority = 2, Miss
sparkxy = -18,-65
hitsound = s0,46
p1stateno = 561
p2stateno = 562
p2getp1state = 1
p2facing = 1

[State 560, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 561]
type = S
physics = N
movetype = A
ctrl = 0
anim = 561

[State 561, 1]
type = playsnd
trigger1 = Animelem = 5
value = 0,20
volume = -40

[State 561, 1]
type = turn
trigger1 = Animtime = 0
value = 1

[State 561, 1]
type = envshake
trigger1 = Animelem = 7
time = 25

[State 561, 1]
type = gamemakeanim
trigger1 = Animelem = 7
value = 7
pos = -65,-5
postype = p2
sprpriority = 2
bindtime = 1

[State 561, 1]
type = targetbind
trigger1 = Animelem = 1
pos = 43,0
time = 1

[State 561, 1]
type = targetbind
trigger1 = Animelem = 2
pos = 30,0
time = 15

[State 561, 1]
type = targetbind
trigger1 = Animelem = 3
pos = 55,-60
time = 8

[State 561, 1]
type = targetbind
trigger1 = Animelem = 4
pos = 18,-100
time = 8

[State 561, 1]
type = targetbind
trigger1 = Animelem = 5
pos = -8,-100
time = 6

[State 561, 1]
type = targetbind
trigger1 = Animelem = 6
pos = -72,-20
time = 6

[State 561, 1]
type = targetbind
trigger1 = Animelem = 7
pos = -82,0
time = 4

[State 561, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 562]
type    = S
movetype= H
physics = S
ctrl = 0
velset = 0,0

[State 562, 1]
type = Changeanim2
trigger1 = Time = 0
value = 562

[State 562, 2]
type = Lifeadd
trigger1 = animelem = 7
value = -80

[State 562, 2]
type = velset
trigger1 = time = 48
x = 7

[State 562, 5]
type = ChangeAnim
Trigger1 = time = 48
value = 5100
ctrl = 0

[State 562, 4]
type = selfstate
trigger1 = time = 48
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
; Spinning kick-light
[Statedef 1000]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 78
anim = 1000
juggle = 10

[State 1000, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0,28
volume = -40

[State 1000, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 0,29
volume = -20

[State 1000, 2]
type = posadd
trigger1 = animelem = 4
x = -10

[State 1001, 2]
type = width
trigger1 = time >= 3
value = 50,50

[State 1000, 3]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 13
attr = S, SA
animtype = hard
damage = 20,6
givepower  = 15,30
guardflag = M
pausetime = 6,12
sparkxy = -15,-45
hitsound = s0,24
guardsound = s0,23
ground.type = low
ground.slidetime = 15
ground.hittime = 18
guard.velocity = -0.5
ground.velocity = -0.5
air.velocity = -4,-3.5

[State 1000, 3]
type = HitDef
trigger1 = AnimElem = 16
trigger2 = AnimElem = 19
attr = S, SA
animtype = hard
damage = 50,10
givepower  = 15,30
guardflag = M
pausetime = 2,2
sparkxy = -15,-45
hitsound = s0,24
guardsound = s0,23
ground.type = low
ground.slidetime = 15
ground.hittime = 18
guard.velocity = -0.5
ground.velocity = -7.5,-5.5
air.velocity = -5,-4.5
fall = 1
fall.velocity = n/a,10.5

[State 1000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Spinning kick-heavy
[Statedef 1001]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 90
anim = 1001
juggle = 10

[State 1001, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0,28
volume = -40

[State 1001, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 0,30
volume = -20

[State 1001, 2]
type = posadd
trigger1 = animelem = 4
x = -10

[State 1001, 2]
type = width
trigger1 = time >= 3
value = 50,50

[State 1001, 3]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 13
trigger5 = AnimElem = 16
trigger6 = AnimElem = 19
trigger7 = AnimElem = 22
trigger8 = AnimElem = 25
trigger9 = AnimElem = 28
trigger10 = AnimElem = 31
attr = S, SA
animtype = hard
damage = 20,6
givepower  = 15,30
guardflag = M
pausetime = 6,12
sparkxy = -15,-45
hitsound = s0,24
guardsound = s0,23
ground.type = low
ground.slidetime = 15
ground.hittime = 18
guard.velocity = -0.5
ground.velocity = -0.5
air.velocity = -4,-3.5

[State 1001, 3]
type = HitDef
trigger1 = AnimElem = 34
trigger2 = AnimElem = 37
attr = S, SA
animtype = hard
damage = 50,10
givepower  = 15,30
guardflag = M
pausetime = 2,2
sparkxy = -15,-45
hitsound = s0,24
guardsound = s0,23
ground.type = low
ground.slidetime = 15
ground.hittime = 18
guard.velocity = -0.5
ground.velocity = -7.5,-5.5
air.velocity = -5,-4.5
fall = 1
fall.velocity = n/a,10.5

[State 1001, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Thunderkick
[Statedef 1050]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 60
anim = 1050
juggle = 6

[State 1050, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 0,22

[State 1050, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 0,33
volume = -40

[State 1050, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype = hard
damage = 70,8
givepower  = 15,30
guardflag = H
pausetime = 8,10
sparkxy = -15,-65
hitsound = s0,18
guardsound = s0,23
ground.type = low
ground.slidetime = 16
ground.hittime = 20
guard.velocity = -7.5
ground.velocity = -12.5
air.velocity = -8,-0.5

[State 1050, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Lightning ball
[Statedef 1100]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 70
anim = 1120
juggle = 6
velset = 0,0

[State 1100, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 0,34
volume = -40

[State 1100, 1]
type = PlaySnd
trigger1 = time = 17
trigger2 = time = 23
trigger3 = time = 29
value = 0,36
volume = -40

[State 1100, 2]
type = Projectile
trigger1 = time = 4
projanim = 1110
;projremanim = 3303
projshadow = 68,68,68
offset = -20, -80
velocity = 0
projremovetime = 8
projpriority = 9

[State 1100, 2]
type = Projectile
trigger1 = time = 17
trigger2 = time = 23
trigger3 = time = 29
projanim = 1100
;projremanim = 3303
projshadow = 68,68,68
offset = 55, -78
velocity = 0
projremovetime = 9
projpriority = 9

[State 1100, 2]
type = Projectile
trigger1 = time = 17
trigger2 = time = 23
trigger3 = time = 29
projanim = 1100
;projremanim = 3303
projshadow = 68,68,68
offset = 55, -78
velocity = 0
projremovetime = 9
projpriority = 999
attr = S, SA
damage   = 0,5
guardflag = M
hitflag = MAFD
pausetime = 16,10
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.velocity = -4,-2.5
p2stateno = 1150
p2getp1state = 1

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Lightning ball-high
[Statedef 1130]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 70
anim = 1130
juggle = 6
velset = 0,0

[State 1130, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 0,34
volume = -40

[State 1130, 1]
type = PlaySnd
trigger1 = time = 17
trigger2 = time = 23
trigger3 = time = 29
value = 0,36
volume = -40

[State 1130, 2]
type = Projectile
trigger1 = time = 4
projanim = 1110
;projremanim = 3303
projshadow = 68,68,68
offset = -10, -80
velocity = 0
projremovetime = 8
projpriority = 9

[State 1130, 2]
type = Projectile
trigger1 = time = 17
trigger2 = time = 23
trigger3 = time = 29
projanim = 1100
;projremanim = 3303
projshadow = 68,68,68
offset = 40, -112
velocity = 0
projremovetime = 9
projpriority = 9

[State 1130, 2]
type = Projectile
trigger1 = time = 17
trigger2 = time = 23
trigger3 = time = 29
projanim = 1100
;projremanim = 3303
projshadow = 68,68,68
offset = 40, -112
velocity = 0
projremovetime = 9
projpriority = 999
attr = S, SA
damage   = 0,5
guardflag = M
hitflag = MAFD
pausetime = 16,10
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.velocity = -4,-2.5
p2stateno = 1150
p2getp1state = 1

[State 1130, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Air lightning ball
[Statedef 1140]
type = A
physics = A
movetype = A
ctrl = 0
poweradd = 70
anim = 1140
juggle = 10

[State 1140, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 0,34
volume = -40

[State 1140, 1]
type = PlaySnd
trigger1 = time = 17
trigger2 = time = 23
trigger3 = time = 29
value = 0,36
volume = -40

[State 1140, 1]
type = velset
trigger1 = time >= 9
trigger1 = time <= 30
x = 0
y = 0

[State 1140, 1]
type = MakeExplod
trigger1 = time = 0
anim = 1110
pos = 0,-85
postype = p1
sprpriority = 2
bindtime = 8

;[State 1140, 2]
;type = Projectile
;trigger1 = time = 0
;projanim = 1110
;projremanim = 3303
;projshadow = 68,68,68
;offset = 0, -85
;velocity = 0
;projremovetime = 8
;projpriority = 9

[State 1140, 2]
type = Projectile
trigger1 = time = 9
trigger2 = time = 16
trigger3 = time = 23
projanim = 1100
;projremanim = 3303
projshadow = 68,68,68
offset = 40, -58
velocity = 0
projremovetime = 9
projpriority = 9

[State 1140, 2]
type = Projectile
trigger1 = time = 9
trigger2 = time = 16
trigger3 = time = 23
projanim = 1100
;projremanim = 3303
projshadow = 68,68,68
offset = 40, -58
velocity = 0
projremovetime = 9
projpriority = 999
attr = S, SA
damage   = 0,5
guardflag = M
hitflag = MAFD
pausetime = 16,10
sparkno = -1
hitsound   = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 14
ground.hittime  = 16
guard.velocity = -10
ground.velocity = -10
air.velocity = -4,-2.5
p2stateno = 1150
p2getp1state = 1

[State 1140, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 47
ctrl = 1

;---------------------------------------------------------------------------
; Hit by lightning ball
[Statedef 1150]
type = S
physics = S
movetype = H
ctrl = 0

[State 1150, 4]
type = changeState
trigger1 = pos y !=0
Trigger1 = vel y !=0
value = 1170
ctrl = 0

[State 1150, 4]
type = changeState
trigger1 = pos y =0
Trigger1 = vel y =0
value = 1160
ctrl = 0

;---------------------------------------------------------------------------
; Hit by lightning ball-land
[Statedef 1160]
type = S
physics = S
movetype = H
velset = 0,0
ctrl = 0

[State 1160, 2]
type = changeanim2
trigger1 = time = 0
value = 1150

[State 3125, 2]
type = velset
trigger1 = time = 0
x = -5

[State 1160, 2]
type = lifeadd
Trigger1 = animelem = 1
value = -25

[State 1160, 2]
type = palfx
trigger1 = time = 0
trigger2 = time = 3
trigger3 = time = 6
trigger4 = time = 9
trigger5 = time = 12
time = 2
add = 168,200,216
;mul = 152,104,232

[State 1160, 5]
type = ChangeAnim
Trigger1 = time = 18
Trigger1 = life != 0
value = 0
ctrl = 1

[State 1160, 4]
type = selfState
trigger1 = time = 18
Trigger1 = life != 0
value = 0
ctrl = 1

[State 1160, 5]
type = ChangeAnim
Trigger1 = time = 3
Trigger1 = life = 0
value = 5070
ctrl = 0

[State 1160, 4]
type = selfState
trigger1 = time = 3
Trigger1 = life = 0
value = 5070
ctrl = 0

;---------------------------------------------------------------------------
; Hit by lightning ball-air
[Statedef 1170]
type    = A
movetype= H
physics = N
anim = 5035
velset = 0,0

[State 1170, 2]
type = lifeadd
Trigger1 = time = 1
value = -25

[State 1170, 2]
type = palfx
trigger1 = time = 0
trigger2 = time = 3
trigger3 = time = 6
trigger4 = time = 9
trigger5 = time = 12
time = 2
add = 168,200,216

[State 1170, 1]
type = VelAdd
trigger1 = Time >= 0
y = -0.15
x = -0.15

[State 1170, 1]
type = Velset
trigger1 = Time = 14
y = 0
x = 0

[State 1170, 2]
type = changeanim
trigger1 = Time = 14
value = 5040 

[State 1170, 3]
type = SelfState
trigger1 = Time = 14
value = 5040 

;---------------------------------------------------------------------------
; Electric shock
[Statedef 1200]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 50
anim = 1200
juggle = 10
velset = 0,0

[State 1200, 1]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = StateNo = 1200
value = 0,33
volume = -40

[State 1200, 2]
type = HitDef
Trigger1 = AnimElem = 3
trigger2 = StateType != A
attr = S, ST
givepower  = 60
hitflag = M
Guardflag =-A
priority = 8, Miss
;snap = 40, 0, 0, 1 
sparkno = 0,5
sparkxy = -16,-100
p2facing = 1
p1stateno = 1201
p2stateno = 1210
p2getp1state = 1

[State 1200, 3]
type = ChangeState
Trigger1 = AnimTime = 0
Trigger1 = Stateno != 1201
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Electric shock succeed
[Statedef 1201]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 50
anim = 1201
juggle = 10
velset = 0,0

[State 1201, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 0,37
volume = -40

[State 1201, 1]
type = Playsnd
Trigger1 = AnimElem = 1
value = 0,38
Volume = -40

[State 1201, 1]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 16
trigger4 = animelem = 22
trigger5 = animelem = 28
value = 0,35
volume = -40

[State 1201, 1]
type = posadd
Trigger1 = Animelem = 2
x = -12

[State 1201, 1]
type = posadd
Trigger1 = Animelem = 3
x = -16

[State 1201, 2]
type = targetbind
Trigger1 = animelem = 1
pos = 40,-100
time = 7

[State 1201, 2]
type = targetbind
Trigger1 = animelem = 2
pos = 24,-95
time = 7

[State 1201, 2]
type = targetbind
Trigger1 = animelem = 3
pos = 20,-100
time = 7

[State 1201, 3]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Shock by electric shock
[Statedef 1210]
type    = S
movetype= H
physics = S
ctrl = 0
Velset = 0,0

[State 1210, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1210

[State 1210, 2]
type = palfx
trigger1 = time = 21
trigger2 = time = 24
trigger3 = time = 27
trigger4 = time = 30
trigger5 = time = 33
trigger6 = time = 36
trigger7 = time = 39
trigger8 = time = 42
trigger9 = time = 45
trigger10 = time = 48
trigger11 = time = 51
trigger12 = time = 54
trigger13 = time = 57
trigger14 = time = 60
trigger15 = time = 63
trigger16 = time = 66
trigger17 = time = 69
trigger18 = time = 72
trigger19 = time = 75
trigger20 = time = 78
trigger21 = time = 81
trigger22 = time = 84
trigger23 = time = 87
trigger24 = time = 90
trigger25 = time = 93
trigger26 = time = 96
trigger27 = time = 99
trigger28 = time = 102
trigger29 = time = 105
trigger30 = time = 108
time = 2
add = 168,200,216

[State 1210, 3]
type = posset
Trigger1 = Time = 111
y = 0

[State 1210, 2]
type = lifeadd
Trigger1 = time >= 21
value = -1

[State 1210, 3]
type = changeanim
Trigger1 = Time = 111
value = 5070
ctrl = 0

[State 1210, 3]
type = selfState
Trigger1 = Time = 111
value = 5070
ctrl = 0

;---------------------------------------------------------------------------
; Electric kick-light
[Statedef 1300]
type = A
physics = S
movetype = A
ctrl = 0
poweradd = 55
anim = 1300
juggle = 12
velset = 0,0

[State 1300, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0,44
volume = -40

[State 1300, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 0,36
volume = -40

[State 1300, 1]
type = velset
trigger1 = time >= 6
trigger1 = time <= 15
x = 1.4
y = -4.2

[State 1300, 1]
type = velset
trigger1 = time >= 16
trigger1 = time <= 23
x = -1.2
y = 0

[State 1300, 1]
type = velset
trigger1 = time >= 24
trigger1 = time <= 36
x = -1.5
y = 2.8

[State 1300, 1]
type = velset
trigger1 = time = 37
x = 0
y = 0

[State 1300, 1]
type = posset
trigger1 = time = 37
y = 0

[State 1300, 1]
type = MakeExplod
trigger1 = AnimElem = 4
anim = 1310
pos = 50,45
postype = p1
sprpriority = 2
bindtime = 1

[State 1300, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = animelem = 5
persistent = 0
attr = S, SA
animtype = hard
damage = 0,5
givepower  = 15,30
guardflag = M
pausetime = 2,10
sparkxy = -15,-45
hitsound = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 15
ground.hittime = 18
guard.velocity = -5.5
ground.velocity = -5.5
air.velocity = -4,-3.5
p2stateno = 1320
p2getp1state = 1

[State 1300, 3]
type = changeState
Trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Electric kick-heavy
[Statedef 1350]
type = A
physics = S
movetype = A
ctrl = 0
poweradd = 55
anim = 1350
juggle = 12
velset = 0,0

[State 1350, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0,44
volume = -40

[State 1350, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 0,36
volume = -40

[State 1350, 1]
type = velset
trigger1 = time >= 6
trigger1 = time <= 23
y = -6

[State 1350, 1]
type = velset
trigger1 = time >= 24
trigger1 = time <= 32
y = 2.8

[State 1350, 1]
type = velset
trigger1 = time >= 33
trigger1 = time <= 43
y = 6.8

[State 1350, 1]
type = velset
trigger1 = time = 44
x = 0
y = 0

[State 1350, 1]
type = posset
trigger1 = time = 44
y = 0

[State 1350, 1]
type = MakeExplod
trigger1 = AnimElem = 4
anim = 1310
pos = 50,62
postype = p1
sprpriority = 2
bindtime = 1

[State 1350, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = animelem = 5
persistent = 0
attr = S, SA
animtype = hard
damage = 0,5
givepower  = 15,30
guardflag = M
pausetime = 2,10
sparkxy = -15,-45
hitsound = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 15
ground.hittime = 18
guard.velocity = -5.5
ground.velocity = -5.5
air.velocity = -4,-3.5
p2stateno = 1320
p2getp1state = 1

[State 1350, 3]
type = changeState
Trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hit by electric kick
[Statedef 1320]
type = S
physics = S
movetype = H
ctrl = 0

[State 1320, 4]
type = changeState
trigger1 = pos y !=0
Trigger1 = vel y !=0
value = 1322
ctrl = 0

[State 1320, 4]
type = changeState
trigger1 = pos y =0
Trigger1 = vel y =0
value = 1321
ctrl = 0

;---------------------------------------------------------------------------
; Hit by electric kick-land
[Statedef 1321]
type = S
physics = S
movetype = H
velset = 0,0
ctrl = 0

[State 1321, 2]
type = changeanim2
trigger1 = time = 0
value = 1150

[State 1321, 2]
type = velset
trigger1 = time = 0
x = -12

[State 1321, 2]
type = lifeadd
Trigger1 = animelem = 1
value = -50

[State 1321, 2]
type = palfx
trigger1 = time = 0
trigger2 = time = 3
trigger3 = time = 6
trigger4 = time = 9
trigger5 = time = 12
time = 2
add = 168,200,216
;mul = 152,104,232

[State 1321, 5]
type = ChangeAnim
Trigger1 = time = 18
Trigger1 = life != 0
value = 0
ctrl = 1

[State 1321, 4]
type = selfState
trigger1 = time = 18
Trigger1 = life != 0
value = 0
ctrl = 1

[State 1321, 5]
type = ChangeAnim
Trigger1 = time = 3
Trigger1 = life = 0
value = 5070
ctrl = 0

[State 1321, 4]
type = selfState
trigger1 = time = 3
Trigger1 = life = 0
value = 5070
ctrl = 0

;---------------------------------------------------------------------------
; Hit by electric kick-air
[Statedef 1322]
type    = A
movetype= H
physics = N
anim = 5035
velset = 0,0

[State 1322, 2]
type = lifeadd
Trigger1 = time = 1
value = -50

[State 1322, 2]
type = palfx
trigger1 = time = 0
trigger2 = time = 3
trigger3 = time = 6
trigger4 = time = 9
trigger5 = time = 12
time = 2
add = 168,200,216

[State 1322, 1]
type = VelAdd
trigger1 = Time >= 0
y = -0.15
x = -0.25

[State 1322, 1]
type = Velset
trigger1 = Time = 14
y = 0
x = 0

[State 1322, 2]
type = changeanim
trigger1 = Time = 14
value = 5040 

[State 1322, 3]
type = SelfState
trigger1 = Time = 14
value = 5040 

;---------------------------------------------------------------------------
; 3 strike kick-light
[Statedef 1400]
type = A
physics = S
movetype = A
ctrl = 0
poweradd = 40
anim = 1400
juggle = 15
velset = 0,0

[State 1400, 1]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 11
value = 0,22

[State 1400, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 0,45
volume = -40

[State 1400, 2]
type = velset
trigger1 = time >= 1
trigger1 = time <= 6
x = 5
y = -1

[State 1400, 2]
type = velset
trigger1 = time >= 7
trigger1 = time <= 12
x = 5
y = 1

[State 1400, 2]
type = velset
trigger1 = time = 13
trigger2 = time = 39
x = 0
y = 0

[State 1400, 2]
type = posadd
trigger1 = animelem = 9
x = 35

[State 1400, 2]
type = velset
trigger1 = time >= 31
trigger1 = time <= 38
x = 4

[State 1400, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype = hard
damage = 20,5
givepower  = 12,20
guardflag = M
pausetime = 6,10
sparkxy = -15,-75
hitsound = s0,18
guardsound = s0,23
ground.type = high
ground.slidetime = 12
ground.hittime = 16
guard.velocity = -3.5
ground.velocity = -3.5
air.velocity = -2,-1.5

[State 1400, 3]
type = HitDef
trigger1 = AnimElem = 11
attr = S, SA
animtype = hard
damage = 40,5
givepower  = 15,30
guardflag = M
pausetime = 7,12
sparkxy = -15,-55
hitsound = s0,18
guardsound = s0,23
ground.type = low
ground.slidetime = 15
ground.hittime = 18
guard.velocity = -1.5
ground.velocity = -1.5
air.velocity = -1,-1.2

[State 1400, 3]
type = changeState
Trigger1 = animtime = 0
value = 1401
ctrl = 1

[Statedef 1401]
type = A
physics = S
movetype = A
ctrl = 0
poweradd = 55
anim = 1300
juggle = 12
velset = 0,0

[State 1401, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 0,36
volume = -40

[State 1401, 1]
type = velset
trigger1 = time >= 6
trigger1 = time <= 15
x = 1.4
y = -4.2

[State 1401, 1]
type = velset
trigger1 = time >= 16
trigger1 = time <= 23
x = -1.2
y = 0

[State 1401, 1]
type = velset
trigger1 = time >= 24
trigger1 = time <= 36
x = -1.5
y = 2.8

[State 1401, 1]
type = velset
trigger1 = time = 37
x = 0
y = 0

[State 1401, 1]
type = posset
trigger1 = time = 37
y = 0

[State 1401, 1]
type = MakeExplod
trigger1 = AnimElem = 4
anim = 1310
pos = 50,45
postype = p1
sprpriority = 2
bindtime = 1

[State 1401, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = animelem = 5
persistent = 0
attr = S, SA
animtype = hard
damage = 0,5
givepower  = 15,30
guardflag = M
pausetime = 2,10
sparkxy = -15,-45
hitsound = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 15
ground.hittime = 18
guard.velocity = -5.5
ground.velocity = -5.5
air.velocity = -4,-3.5
p2stateno = 1320
p2getp1state = 1

[State 1401, 3]
type = changeState
Trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 3 strike kick-high
[Statedef 1450]
type = A
physics = S
movetype = A
ctrl = 0
poweradd = 40
anim = 1400
juggle = 15
velset = 0,0

[State 1450, 1]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 11
value = 0,22

[State 1450, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 0,45
volume = -40

[State 1450, 2]
type = velset
trigger1 = time >= 1
trigger1 = time <= 6
x = 6
y = -1

[State 1450, 2]
type = velset
trigger1 = time >= 7
trigger1 = time <= 12
x = 6
y = 1

[State 1450, 2]
type = velset
trigger1 = time = 13
trigger2 = time = 39
x = 0
y = 0

[State 1450, 2]
type = posadd
trigger1 = animelem = 9
x = 35

[State 1450, 2]
type = velset
trigger1 = time >= 31
trigger1 = time <= 38
x = 5

[State 1450, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype = hard
damage = 20,5
givepower  = 12,20
guardflag = M
pausetime = 6,10
sparkxy = -15,-75
hitsound = s0,18
guardsound = s0,23
ground.type = high
ground.slidetime = 12
ground.hittime = 16
guard.velocity = -3.5
ground.velocity = -3.5
air.velocity = -2,-1.5

[State 1450, 3]
type = HitDef
trigger1 = AnimElem = 11
attr = S, SA
animtype = hard
damage = 40,5
givepower  = 15,30
guardflag = M
pausetime = 7,12
sparkxy = -15,-55
hitsound = s0,18
guardsound = s0,23
ground.type = low
ground.slidetime = 15
ground.hittime = 18
guard.velocity = -1.5
ground.velocity = -1.5
air.velocity = -1,-1.2

[State 1450, 3]
type = changeState
Trigger1 = animtime = 0
value = 1451
ctrl = 1

[Statedef 1451]
type = A
physics = S
movetype = A
ctrl = 0
poweradd = 55
anim = 1350
juggle = 12
velset = 0,0

[State 1451, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 0,36
volume = -40

[State 1451, 1]
type = velset
trigger1 = time >= 6
trigger1 = time <= 23
y = -6

[State 1451, 1]
type = velset
trigger1 = time >= 24
trigger1 = time <= 32
y = 2.8

[State 1451, 1]
type = velset
trigger1 = time >= 33
trigger1 = time <= 43
y = 6.8

[State 1451, 1]
type = velset
trigger1 = time = 44
x = 0
y = 0

[State 1451, 1]
type = posset
trigger1 = time = 44
y = 0

[State 1451, 1]
type = MakeExplod
trigger1 = AnimElem = 4
anim = 1310
pos = 50,62
postype = p1
sprpriority = 2
bindtime = 1

[State 1451, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = animelem = 5
persistent = 0
attr = S, SA
animtype = hard
damage = 0,5
givepower  = 15,30
guardflag = M
pausetime = 2,10
sparkxy = -15,-45
hitsound = s0,35
guardsound = s0,23
ground.type = high
ground.slidetime = 15
ground.hittime = 18
guard.velocity = -5.5
ground.velocity = -5.5
air.velocity = -4,-3.5
p2stateno = 1320
p2getp1state = 1

[State 1451, 3]
type = changeState
Trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Extra
;---------------------------------------------------------------------------
[Statedef -2]

[State -2, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5201
trigger2 = stateno = 5210
value = 0,6
volume = -40

[State -2, 1]
type = AfterImageTime
trigger1 = stateno = 5000
trigger2 = stateno = 5001
trigger3 = stateno = 5002
trigger4 = stateno = 5010
trigger5 = stateno = 5011
trigger6 = stateno = 5012
trigger7 = stateno = 5020
trigger8 = stateno = 5021
trigger9 = stateno = 5022
Time = 0

[State -2, 2]
type = PlaySnd
trigger1 = stateno = 5300
trigger1 = time = 1
value = 0,9
volume = -40

[State -2, 3]
type = PlaySnd
triggerall = random < 250
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5000
trigger2 = anim = 5010
value = 0,7
volume = 20

[State -2, 3]
type = PlaySnd
triggerall = random < 250
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5001
trigger2 = anim = 5011
value = 0,8
volume = -20


[State -2, 4]
type = PlaySnd
triggerall = random < 250
triggerall = time = 1
triggerall = stateno = 5010
trigger1 = anim = 5020
value = 0,7
volume = 20

[State -2, 4]
type = PlaySnd
triggerall = random < 250
triggerall = time = 1
triggerall = stateno = 5010
trigger1 = anim = 5021
value = 0,8
volume = -20

[State -2, 5]
type = PlaySnd
triggerall = random < 250
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5002
trigger2 = anim = 5012
value = 0,9
volume = -40

[State -2, 6]
type = PlaySnd
triggerall = random < 250
triggerall = time = 1
triggerall = stateno = 5010
trigger1 = anim = 5022
value = 0,9
volume = -40

[State -2, 7]
type = PlaySnd
trigger1 = stateno = 52
trigger1 = AnimElem = 1, = 1
value = 0,2
Volume = 20

[State 40, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 40
value = 0,1
Volume = -40

[State 47, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 47
value = 0,2
Volume = 20

[Statedef 5201]
type    = A
movetype= H
physics = A
anim = 5200

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = 0;-.15
y = -3.5

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 2]
type = VelSet
trigger1 = AnimElem = 2
x = -10

[State 5201, 2]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 5201, 4]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 256,256,256

[State 5201, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 15
pos = 0, 0
under = 1
