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

[Size]
xscale = 1           
yscale = 1           
height = 60
ground.back = 25    
ground.front = 25     
air.back = 21        
air.front = 23     
z.width = 23         
attack.width = 4,4   
attack.dist = 160   
proj.attack.dist = 90 

[Velocity]
walk.fwd  = 1.7     
walk.back = -1.5     
walk.up   = -1       
walk.down = 1        
run.fwd  = 4.6, 0    
run.back = -5.5,-5 
jump.neu = 0,-7.1    
jump.back = -3,-7.1   
jump.fwd = 3.5,-9.1       
runjump.back = -2.55,-10.1 
runjump.fwd = 5,-10.1      

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

; Clark's Moves
;==============
; WIN
[Statedef 180]
type = S

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

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

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

[State 181, 1]
type = PlaySnd
triggerall = Life >= 750
trigger1 = AnimElem = 4
value = 0, 15
volume = -20

[State 181, 1]
type = PlaySnd
triggerall = Life < 750
trigger1 = AnimElem = 4
value = 0, 33
volume = -20

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

[State 105, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,12
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

[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 = 0,11
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

;---------------------------------------------------------------------------
; 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 = 2
value = 0,6

[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

;---------------------------------------------------------------------------
; 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] ;Intro over, set v9 to 0
type = VarSet
trigger1 = Time = 150
v = 9
value = 0

[State 190, 3]
type = ChangeState
trigger1 = AnimElem = 9
value = 0
ctrl = 0

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

[State 510, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 9

[State 510, 2]
type = VelSet
trigger1 = AnimElem = 7
x = 0

;[State 510, 3]
;type = AfterImage
;trigger1 = Time = 3
;Time = 10

[State 510, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,1
volume = 60

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

;---------------------------------------------------------------------------
; Roll Back
[Statedef 512]
type = S
movetype = I
physics = N
ctrl = 0
anim = 510
velset = 0

[State 512, 1]
type = VelSet
trigger1 = AnimElem = 3
x = -9

[State 512, 2]
type = VelSet
trigger1 = AnimElem = 7
x = 0

;[State 512, 3]
;type = AfterImage
;trigger1 = Time = 3
;Time = 10

[State 512, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,1
volume = 60

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

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

[State 731, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,42

[State 731, 2]
type = PowerAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
value = 10

[State 731, 3]
type = GameMakeAnim
trigger1 = TimeMod = 9, 0
value = 100
pos = 23, 0

[State 731, 4]
type = ChangeState
trigger1 = command != hold_x
trigger1 = command != hold_y
trigger1 = 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

[State 732, 1]
type = PalFX
trigger1 = Time = 0
time = 5
add = 256,256,256

[State 732, 1]
type = PlaySnd
trigger1 = Time = 3
value = 0,43

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

;---------------------------------------------------------------------------
; Jump_FWD
;[Statedef 042]
;type    = A
;movetype = I
;physics = A
;anim = 042
;
;[State 042, 1]
;type = ChangeAnim
;trigger1 = Time = 0
;value = 042
;
;[State 042, 1]
;type = AfterImage
;trigger1 = Time = 0
;Time = 10
;
;[State 042, 2]
;type = ChangeState
;trigger1 = AnimTime = 0
;value = 0

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

[State 195, 1]
type = CtrlSet
trigger1 = AnimElem = 5
value = 1

[State 195, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,13
volume = 60

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


;---------------------------------------------------------------------------
; 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 = 10

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

[State 800, 3]
type = VelSet
trigger1 = AnimElem = 3
x = 9

[State 800, 4]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 800, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,1
volume = 60

[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 = 510
velset = 0

[State 801, 1]
type = AfterImage
trigger1 = Time = 1
time = 10


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

[State 801, 3]
type = VelSet
trigger1 = AnimElem = 3
x = -9

[State 801, 4]
type = VelSet
trigger1 = AnimElem = 7
x = 0

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

;---------------------------------------------------------------------------
; Dash Jump Foward
[Statedef 700]
type = A
movetype = I
physics = A

[State 700, 1]
type = AfterImage
trigger1 = Time = 1
time = 25

[State 700, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0,12
volume = -120

[State 700, 3]
type = CtrlSet
trigger1 = Time = 1
value = 1

[State 700, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0

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

[State 701, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,11
volume = 20

;---------------------------------------------------------------------------
; Light punch
[Statedef 200]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 20
anim = 200
juggle = 2
velset = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,18

[State 200, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,17

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype = Light
damage = 18
getpower  = 10,15
guardflag = MA
pausetime = 7,10
sparkno = 0,3
sparkxy = -25,-85
hitsound = s0,22
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime = 10
ground.velocity = -3.5
air.velocity = -1.8,-2.4
airguard.velocity = -0.4,-1.8

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

;---------------------------------------------------------------------------
; Crouch light punch
[Statedef 201]
type = C
physics = C
movetype = A
ctrl = 0
poweradd = 19
anim = 201
juggle = 2

[State 201, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,18

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,17

[State 201, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype = Light
damage = 18
getpower  = 10,15
guardflag = MA
pausetime = 7,10
sparkno = 0,3
sparkxy = -25,-53
hitsound = s0,22
guardsound = 6,0
ground.type = Low
ground.slidetime = 8
ground.hittime = 10
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -0.5,-1.4

[State 201, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 10
ctrl = 1

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

[State 600, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,18

[State 600, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,17

[State 600, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
animtype = Light
damage = 18
priority = 3
getpower  = 10,15
guardflag = HA
pausetime = 7,10
sparkno = 0,3
sparkxy = -25,-53
hitsound = s0,22
guardsound = 6,0
ground.slidetime = 8
ground.hittime = 10
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -0.5,-1.4
air.hittime = 10

[State 600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
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 = 0,18

[State 210, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,17

[State 210, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype = Light
damage = 16
getpower  = 11,17
guardflag = HA
pausetime = 7,10
sparkno = 0,3
sparkxy = 7,-80
hitsound = s0,22
guardsound = 6,0
ground.type = Low
ground.slidetime = 8
ground.hittime = 10
ground.velocity = -3.2
air.velocity = -2.1,-3
airguard.velocity = -0.5,-1.5

[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 = 18
anim = 211
juggle = 2
velset = 0

[State 211, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,18

[State 211, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,17

[State 211, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype = Light
damage = 14
getpower  = 9,14
guardflag = MA
pausetime = 7,11
sparkno = 0,3
sparkxy = -3,-57
hitsound = s0,22
guardsound = 6,0
ground.type = Low
ground.slidetime = 8
ground.hittime = 10
ground.velocity = -3.5
air.velocity = -2.1,-2
airguard.velocity = -0.5,-1.4

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


;---------------------------------------------------------------------------
; Crouching light kick
[Statedef 213]
type = C
physics = C
movetype = A
ctrl = 0
poweradd = 18
anim = 213
juggle = 2

[State 213, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,18

[State 213, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,17

[State 213, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype = Light
damage = 12
getpower  = 10,16
guardflag = L
pausetime = 7,11
sparkno = 0,3
sparkxy = -3,-7
hitsound = s0,22
guardsound = 6,0
ground.type = Low
ground.slidetime = 8
ground.hittime = 10
ground.velocity = -3.5
air.velocity = -3.1,-3
airguard.velocity = -0.6,-2

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

;---------------------------------------------------------------------------
; Foward light kick
[Statedef 212]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 28
anim = 212
juggle = 5

[State 212, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,19

[State 212, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,2

[State 212, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype = Medium
damage = 38
getpower  = 15,24
guardflag = LA
pausetime = 9,12
sparkxy = -8,-57
hitsound = s0,24
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.velocity = -3.5,-3.6
airguard.velocity = -0.9,-2.4

[State 212, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Foward light kick(fast)
[Statedef 214]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 28
anim = 214
juggle = 5

[State 214, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,19

[State 214, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,2

[State 214, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Medium
damage = 38
getpower  = 15,24
guardflag = LA
pausetime = 9,10
sparkxy = -8,-57
hitsound = s0,24
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -14
air.velocity = -3.5,-3.6
airguard.velocity = -0.9,-2.4

[State 214, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jumping light kick
[Statedef 601]
type = A
physics = A
movetype = A
ctrl = 0
poweradd = 17
anim = 601
juggle = 2

[State 601, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,18

[State 601, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,17

[State 601, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
animtype = Light
damage = 20
priority = 3
getpower  = 9,14
guardflag = HA
pausetime = 7,10
sparkno = 0,3
sparkxy = -25,-53
hitsound = s0,22
guardsound = 6,0
ground.slidetime = 8
ground.hittime = 10
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -0.5,-1.4
air.hittime = 10

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

;---------------------------------------------------------------------------
; Jumping  forward light kick
[Statedef 602]
type = A
physics = A
movetype = A
ctrl = 0
poweradd = 20
anim = 602
juggle = 2

[State 602, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,18

[State 602, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,17

[State 602, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
animtype = Light
damage = 18
priority = 3
getpower  = 12,18
guardflag = HA
pausetime = 7,10
sparkno = 0,3
sparkxy = -25,-53
hitsound = s0,22
guardsound = 6,0
ground.slidetime = 8
ground.hittime = 10
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -0.5,-1.4
air.hittime = 10

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

;---------------------------------------------------------------------------
; Standing near strong punch
[Statedef 220]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 50
anim = 220
juggle = 7

[State 220, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,19

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

[State 220, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
damage = 22
getpower  = 15,23
guardflag = HA
pausetime = 10,3
sparkno = 0,7
sparkxy = -8,-87
hitsound = s0,23
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 8
ground.velocity = -2
air.velocity = -2.5,-4
airguard.velocity = -1,-2

[State 220, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype = Hard
damage = 30
getpower  = 20,30
guardflag = HA
pausetime = 12,13
sparkno = 0,7
sparkxy = -8,-57
hitsound = s0,24
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime = 20
ground.velocity = -8.5
air.velocity = -4,-4
airguard.velocity = -1,-2

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching strong punch
[Statedef 221]
type = C
physics = C
movetype = A
ctrl = 0
poweradd = 55
anim = 221
juggle = 7

[State 221, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,19

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

[State 221, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
damage = 55
getpower  = 26,36
guardflag = HA
pausetime = 10,15
sparkno = 0,7
sparkxy = -8,-53
hitsound = s0,24
guardsound = 6,0
ground.type = Low
ground.slidetime = 17
ground.hittime = 16
ground.velocity = -9
air.velocity = -3.7,-4
airguard.velocity = -0.8,-2.5

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

;---------------------------------------------------------------------------
; Standing far strong punch
[Statedef 225]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 38
anim = 225
juggle = 8

[State 225, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,19

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

[State 225, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype = Hard
damage = 60
getpower  = 25,38
guardflag = MA
pausetime = 11,14
sparkxy = -12,-87
hitsound = s0,24
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime = 19
ground.velocity = -10
air.velocity = -3.8,-3.6
airguard.velocity = -1.1,-2.3

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

;---------------------------------------------------------------------------
; Jumping strong punch
[Statedef 603]
type = A
physics = A
movetype = A
ctrl = 0
poweradd = 138
anim = 603
juggle = 7

[State 603, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,19

[State 603, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,02

[State 603, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype = Hard
damage = 50
priority = 3
getpower  = 20,30
guardflag = HA
pausetime = 10,12
sparkxy = -12,-87
hitsound = s0,24
guardsound = 6,0
ground.slidetime = 8
ground.hittime = 15
ground.velocity = -3.4
air.velocity = -4.3,-4.2
airguard.velocity = -1,-2.3
air.hittime = 15

[State 603, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Standing far strong kick
[Statedef 230]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 40
anim = 230
juggle = 7

[State 230, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,19

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

[State 230, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype = Hard
damage = 48
getpower  = 23,34
guardflag = MA
pausetime = 10,13
sparkxy = -12,-87
hitsound = s0,24
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime = 18
ground.velocity = -11
air.velocity = -4.2,-4
airguard.velocity = -1.2,-2.4
 
[State 230, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing near strong kick
[Statedef 232]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 45
anim = 232
juggle = 8

[State 232, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,19

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

[State 232, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype = Hard
damage = 52
getpower  = 20,35
guardflag = MA
pausetime = 12,15
sparkxy = -12,-87
hitsound = s0,24
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -13
air.velocity = -4,-4.5
airguard.velocity = -0.9,-2.3

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

;---------------------------------------------------------------------------
; Crouching strong kick
[Statedef 233]
type = C
physics = C
movetype = A
ctrl = 0
poweradd = 48
anim = 233
juggle = 15

[State 233, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,19

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

[State 233, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 55
getpower  = 21,37
guardflag = L
pausetime = 11,14
sparkxy = -12,-7
hitsound = s0,24
guardsound = 6,0
ground.type = Trip
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -1,-7.5
air.velocity = -1,-7.5
airguard.velocity = -1.1,-2.2
fall.velocity = n/a,-4.5
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 forward strong kick
[Statedef 604]
type = A
physics = A
movetype = A
ctrl = 0
poweradd = 150
anim = 604
juggle = 9

[State 604, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,19

[State 604, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,02

[State 604, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
animtype = Hard
damage = 60
priority = 3
getpower  = 25,38
guardflag = HA
pausetime = 8,11
sparkxy = -12,-87
hitsound = s0,24
guardsound = 6,0
ground.slidetime = 8
ground.hittime = 16
ground.velocity = -3.8
air.velocity = -4,-4.5
airguard.velocity = -0.9,-2.3
air.hittime = 17

[State 604, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jumping strong kick
[Statedef 605]
type = A
physics = A
movetype = A
ctrl = 0
poweradd = 138
anim = 605
juggle = 9

[State 605, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,19

[State 605, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 0,02

[State 605, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
animtype = Hard
damage = 70
priority = 3
getpower  = 20,35
guardflag = HA
pausetime = 8,11
sparkxy = -12,-87
hitsound = s0,24
guardsound = 6,0
ground.slidetime = 8
ground.hittime = 14
ground.velocity = -4
air.velocity = -4,-4.5
airguard.velocity = -0.9,-2.3
air.hittime = 16

[State 605, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Standing knockdown
[Statedef 250]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 60
anim = 250
juggle = 15

[State 250, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,19

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

[State 250, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype = Back
damage = 90
getpower  = 30,50
guardflag = MA
pausetime = 12,15
sparkxy = -12,-87
hitsound = s0,31
guardsound = 6,0
ground.type = Trip
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4,-5.5
air.velocity = -4,-5.5
airguard.velocity = -1,-2.1
fall.velocity = n/a,-4.5
fall = 1

[State 250, 4]
type = PosAdd
trigger1 = AnimTime = 0
x = 62

[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 = 50
anim = 255
juggle = 15

[State 255, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,19

[State 255, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0,2

[State 255, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype = Back
damage = 100
getpower  = 28,42
guardflag = HA
pausetime = 11,14
sparkxy = -12,-87
hitsound = s0,31
guardsound = 6,0
ground.type = Trip
ground.slidetime = 15
ground.hittime = 18
ground.velocity = -4,-5.5
air.velocity = -1,-5.5
airguard.velocity = -1,-2.1
air.hittime = 16
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 = 50
ctrl = 1

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

[State 251, 1]
type = Superpause
trigger1 = Time = 0
movetime = 18
pos = -250,-250

[State 251, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,19

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

[State 251, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype = Back
damage = 50
priority = 1
getpower  = 30,48
guardflag = MA
pausetime = 12,15
sparkxy = -12,-87
hitsound = s0,31
guardsound = 6,0
ground.type = Trip
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4,-5.5
air.velocity = -4,-5.5
airguard.velocity = -1,-2

[State 251, 4]
type = PosAdd
trigger1 = AnimElem = 1
x = -62

[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

;---------------------------------------------------------------------------
; Clark turbo punch
[Statedef 810]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 60
anim = 810
juggle = 7

[State 810, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,20

[State 810, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype = Medium
damage = 30,5
getpower  = 7,11
guardflag = MA
pausetime = 3,8
sparkno = 0,3
sparkxy = -12,-87
hitsound = s0,24
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime = 6
ground.velocity = -4
air.velocity = -3,-2.5
airguard.velocity = -1,-2.1

[State 810, 3]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype = Medium
damage = 30,5
getpower  = 7,11
guardflag = MA
pausetime = 3,8
sparkno = 0,3
sparkxy = -13,-86
hitsound = s0,24
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime = 6
ground.velocity = -4
air.velocity = -3,-2.5
airguard.velocity = -1,-2.1

[State 810, 4]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
animtype = Medium
damage = 30,5
getpower  = 7,11
guardflag = MA
pausetime = 3,8
sparkno = 0,3
sparkxy = -10,-85
hitsound = s0,24
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime = 6
ground.velocity = -4
air.velocity = -3,-2.5
airguard.velocity = -1,-2.1

[State 810, 5]
type = HitDef
trigger1 = AnimElem = 13
attr = S, SA
animtype = Medium
damage = 30,5
getpower  = 7,11
guardflag = MA
pausetime = 3,8
sparkno = 0,3
sparkxy = -11,-67
hitsound = s0,24
guardsound = 6,0
ground.type = Low
ground.slidetime = 8
ground.hittime = 6
ground.velocity = -4
air.velocity = -3,-2.5
airguard.velocity = -1,-2.1

[State 810, 6]
type = HitDef
trigger1 = AnimElem = 16
attr = S, SA
animtype = Medium
damage = 30,5
getpower  = 7,11
guardflag = MA
pausetime = 3,8
sparkno = 0,3
sparkxy = -8,-85
hitsound = s0,24
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime = 6
ground.velocity = -4
air.velocity = -3,-2.5
airguard.velocity = -1,-2.1

[State 810, 7]
type = ChangeState
trigger1 = AnimTime = 0
;trigger1 = Pos Y = 0
value = 0
ctrl = 1

;[State 810, 7]
;type = ChangeState
;triggerall = AnimTime = 0
;trigger1 = Pos Y > 0
;value = 50
;ctrl = 1

;---------------------------------------------------------------------------
; Throw 1 Combo
[Statedef 910]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 900
Velset = 0,0

[State 910, 2]
type = PlaySnd
trigger1 = Time = 7
trigger1 = StateNo = 910
trigger1 = StateNo != 901
value = 0,1
Volume = 40

[State 910, 3]
type = HitDef
;Trigger1 = MoveHit = 0
;Trigger1 = MoveContact = 0
trigger1 = StateType != A
attr = S, ST
animtype  = Light
getpower  = 50
givepower = 40
hitflag = H-
guardflag = M-
priority = 2,Miss
snap = 20, 0, 0, 1 
sparkno = -1
p2facing = 1
p1stateno = 901
p2stateno = 902
p2getp1state = 1

[State 910, 5]
type = ChangeState
Trigger1 = AnimTime = 0
Trigger1 = Stateno != 901
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw 1 attempt
[Statedef 900]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 900
Velset = 0,0

[State 900, 2]
type = PlaySnd
trigger1 = Time = 4
trigger1 = StateNo = 900
trigger1 = StateNo != 901
value = 0,1
Volume = 40

[State 900, 3]
type = HitDef
Trigger1 = Time = 1
trigger2 = StateType != A
attr = S, ST
getpower  = 50
givepower = 40
hitflag = M-
Guardflag =-A
priority = 2, Miss
snap = 20, 0, 0, 1 
sparkno = -1
p2facing = 1
p1stateno = 901
p2stateno = 902
p2getp1state = 1

[State 900, 5]
type = ChangeState
Trigger1 = AnimTime = 0
Trigger1 = Stateno != 901
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw 1 success
[Statedef 901]
type    = S
movetype= I
physics = S
anim = 901
Poweradd = 80
facep2 = 0
ctrl = 0

[State 901, 2]
type = PlaySnd
Trigger1 = AnimElem = 1
value = 0,25
volume =40

[State 901, 2]
type = PlaySnd
Trigger1 = AnimElem = 7
value = 0,26
volume =40

[State 901, 2]
type = PlaySnd
Trigger1 = AnimElem = 8
value = 0,30
volume =40

[State 901, 2]
type = PlaySnd
Trigger1 = Time = 123
Trigger1 = Stateno != 923
value = 0,28
volume =40

[State 901, 2] 
type = EnvShake
Trigger1 = AnimElem = 7
time = 30

[State 901, 2] 
type = GameMakeAnim
trigger1 = AnimElem = 10
value = 15
pos = 120, 0
under = 1

[State 901, 3] 
type = Turn
Trigger1 = AnimElem = 7
value = 1

[State 901, 4]
type = PosAdd
Trigger1 = AnimElem = 13
x = -21

[State 901, 5]
type = ChangeState
Trigger1 = AnimElem = 13
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Thrown by Throw 1
[Statedef 902]
type    = A
movetype= H 
physics = N
ctrl = 0
velset = 0,0

[State 902, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 902

[State 902, 2]
type = AngleSet
Trigger1 = Time >= 11
Trigger1 = Time <= 13
value = -120

[State 902, 2]
type = AngleSet
Trigger1 = Time >= 14
Trigger1 = Time <= 16
value = -170

[State 902, 3]
type = AngleDraw
Trigger1 = Time >= 11
Trigger1 = Time <= 13
Trigger2 = Time >= 14
Trigger2 = Time <= 16

[State 902, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 907
ctrl = 0

[Statedef 907]
type    = A
movetype= H 
physics = N
ctrl = 0

[State 907, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 905

[State 907, 2]
type = VelAdd
Trigger1 = Time = 0
y = -7.86

[State 907, 3]
type = ChangeState
Trigger1 = Time = 23
value = 903
ctrl = 0

[Statedef 903]
type    = A
movetype= H
physics = N
ctrl = 0

[State 903, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 903

[State 903, 2]
type = PosAdd
Trigger1 = Time = 0
x = 22

[State 903, 3]
type = VelAdd
Trigger1 = Time = 0
y = 15

[State 903, 4]
type = ChangeState
Trigger1 = Time = 34
value = 904
ctrl = 0

[Statedef 904]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

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

[State 904, 1]
type = Width 
Trigger1 = Time >= 42
Trigger1 = Time <= 52
value = 15, -10 

[State 904, 2]
type = PosAdd
Trigger1 = Time = 0
x = -49
y = -60

[State 904, 3]
type = LifeAdd
Trigger1 = Time = 0
value = -80

[State 904, 3] 
type = GameMakeAnim
trigger1 = Time = 0
value = 7
pos = 35, -100

[State 904, 4]
type = LifeAdd
Trigger1 = Time = 46
value = -70

[State 904, 5]
type = PosAdd
Trigger1 = AnimElem = 2
x = 50
y = -70 

[State 904, 6]
type = VelAdd
Trigger1 = Time = 30
x = 5.5
y = 5.7

[State 904, 7]
type = PosAdd
Trigger1 = AnimElem = 3
x = -20 
y = -15

[State 904, 8]
type = PosAdd
Trigger1 = AnimElem = 4
x = 35 
y = -2

[State 904, 9]
type = VelSet
Trigger1 = AnimElem = 4
x = 0
y = 0

[State 904, 10]
type = ChangeState
Trigger1 = AnimTime = 0
Trigger1 = Life >= 1
value = 905

[State 904, 10]
type = ChangeState
Trigger1 = AnimTime = 0
Trigger1 = Life <= 1
value = 906

[Statedef 905]
type    = L
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 905, 1]
Trigger1 = AnimTime = 0
type = Ctrlset
value = 0

[State 905, 2]
Trigger1 = AnimTime = 0
type = SelfState
value = 5120

[Statedef 906]
type    = L
movetype = H
physics = N
velset = 0,0
facep2 = 1

[State 906, 1]
type = PosAdd
Trigger1 = AnimTime = 0
x = -10

[State 906, 2]
Trigger1 = AnimTime = 0
type = ChangeState
value = 5150

;---------------------------------------------------------------------------
; Throw 2 attempt
[Statedef 930]
type    = S
movetype= A
physics = S
ctrl = 0
poweradd = 20
anim = 100

[State 930, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,6

[State 930, 1]
type = MakeDust
trigger1 = Time = 0
value = 1
pos = -10, 0

[State 930, 1]
type = MakeDust
trigger1 = AnimTime = 0
value = 1
pos = 30, 0

[State 930, 2]
type = VelAdd
trigger1 = Time >= 0
x = 1.176471

[State 930, 3]
type = Velset
Trigger1 = stateno != 930
value = 0,0

[State 930, 4]
type = ChangeState
Trigger1 = P2bodydist X <= 12
value = 931
ctrl = 0

[State 930, 4]
type = ChangeState
Trigger1 = Time = 20
value = 0
ctrl = 1

[Statedef 931]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 900
Velset = 0,0

[State 931, 2]
type = HitDef
Trigger1 = Time >= 0
trigger2 = StateType != A
attr = S, ST
getpower  = 60
givepower = 40
hitflag = M-
Guardflag =-A
priority = 2, Miss
snap = 65, 0, 0, 1 
sparkno = -1
p2facing = 1
p1stateno = 932
p2stateno = 940
p2getp1state = 1

[State 931, 3]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw 2 success
[Statedef 932]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 932
Velset = 0,0

[State 932, 1]
type = Turn
Trigger1 = AnimElem = 6
value = 1

[State 932, 1]
type = Width 
Trigger1 = Time >= 0
Trigger1 = Time <= 22
value = 10, -10 

[State 932, 1]
type = Width 
Trigger1 = Time >= 23
Trigger1 = Time <= 38
value = -30, 30 

[State 932, 1]
type = Width 
Trigger1 = Time >= 39
Trigger1 = Time <= 78
value = 70, -70 

[State 932, 1]
type = Posset
Trigger1 = AnimElem = 11
y = 0

[State 932, 1]
type = Posset
Trigger1 = AnimElem = 12
y = 0

[State 932, 1]
type = Posadd
Trigger1 = AnimElem = 11
x = -119

[State 932, 1]
type = Posadd
Trigger1 = AnimElem = 12
x = 9;-112

[State 932, 2]
type = Playsnd
Trigger1 = Time = 0
value = 0,39

[State 932, 2]
type = Playsnd
Trigger1 = AnimElem = 11
value = 0,30

[State 932, 2]
type = Playsnd
Trigger1 = AnimElem = 11
value = 0,40

[State 932, 3]
type = Playsnd
Trigger1 = Time = 74
value = 0,10

[State 932, 2]
type = TargetBind
Trigger1 = AnimElem = 2
pos = 120,-70
time = 4

[State 932, 2]
type = TargetBind
Trigger1 = AnimElem = 3
pos = 35,-145
time = 4

[State 932, 2]
type = TargetBind
Trigger1 = AnimElem = 4
pos = 25,-155
time = 4

[State 932, 2]
type = TargetBind
Trigger1 = AnimElem = 5
pos = 15,-165
time = 4

[State 932, 2]
type = TargetBind
Trigger1 = AnimElem = 6
pos = -40,-105
time = 4

[State 932, 2]
type = TargetBind
Trigger1 = AnimElem = 7
pos = -85,-100
time = 4

[State 932, 2]
type = TargetBind
Trigger1 = AnimElem = 8
pos = -40,-85
time = 4

[State 932, 2]
type = TargetBind
Trigger1 = AnimElem = 9
pos = -85,-80
time = 4

[State 932, 2]
type = TargetBind
Trigger1 = AnimElem = 10
pos = -95,-60
time = 4

[State 932, 2]
type = TargetBind
Trigger1 = AnimElem = 11
pos = 49,-20;-70,-20;-110,-40
time = 4

[State 932, 2]
type = Sprpriority
Trigger1 = AnimElem = 3
Value = -1

[State 932, 2]
type = Sprpriority
Trigger1 = AnimElem = 6
Value = 1

[State 932, 2]
type = Sprpriority
Trigger1 = AnimElem = 8
Value = -1

[State 932, 2]
type = Sprpriority
Trigger1 = AnimElem = 13
Value = 1

[State 932, 3] 
type = EnvShake
Trigger1 = AnimElem = 11
time = 30

[State 932, 4]
type = PosAdd
Trigger1 = AnimTime = 0
x = 25;-87

[State 932, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw by throw 2
[Statedef 940]
type    = S
movetype= H
physics = S
ctrl = 0
Velset = 0,0

[State 940, 1]
type = Width 
Trigger1 = Time >= 29
Trigger1 = Time <= 30
Trigger2 = Time >= 33
Trigger2 = Time <= 38
value = 60, -30 

[State 940, 1]
type = Width 
Trigger1 = Time >= 7
Trigger1 = Time <= 10
value = 60, -30 

[State 940, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 940

[State 940, 1]
type = AngleSet
Trigger1 = Time >= 7
Trigger1 = Time <= 10
value = -90

[State 940, 1]
type = AngleSet
Trigger1 = Time >= 11
Trigger1 = Time <= 22
value = -180

[State 940, 1]
type = AngleSet
Trigger1 = Time >= 29
Trigger1 = Time <= 30
Trigger2 = Time >= 33
Trigger2 = Time <= 38
value = 90

[State 940, 1]
type = AngleDraw
Trigger1 = Time >= 7
Trigger1 = Time <= 10
Trigger2 = Time >= 11
Trigger2 = Time <= 22
Trigger3 = Time >= 29
Trigger3 = Time <= 30
Trigger4 = Time >= 33
Trigger4 = Time <= 38

[State 940, 2]
type = turn
Trigger1 = AnimElem = 12
Value = 1

[State 940, 3]
Trigger1 = AnimTime = 0
type = ChangeState
value = 941
Ctrl = 0

[Statedef 941]
type    = A
movetype= H 
physics = N
ctrl = 0

[State 941, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 941

[State 941, 2]
type = VelAdd
Trigger1 = Time >=0 
x = 0.24

[State 941, 3] 
type = GameMakeAnim
trigger1 = AnimElem = 8
value = 15
pos = 70, 20
under = 1

[State 941, 3]
type = LifeAdd
Trigger1 = Time = 0
value = -120

[State 941, 3] 
type = GameMakeAnim
trigger1 = Time = 0
value = 7
pos = 15, -15

[State 941, 4]
Trigger1 = AnimTime = 0
type = ChangeState
value = 942
Ctrl = 1

[Statedef 942]
type    = A
movetype= H 
physics = N
velset = 0,0
ctrl = 0

[State 942, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 942

[State 942, 2]
type = PosSet
Trigger1 = AnimElem = 4
y = 0

[State 942, 2]
type = PosAdd
Trigger1 = AnimElem = 1,3
y = 15

[State 942, 2]
type = PosAdd
Trigger1 = AnimElem = 2
y = 10

[State 942, 3]
type = turn
Trigger1 = AnimTime = 0
value = 1

[State 942, 4]
Trigger1 = AnimTime = 0
Trigger1 = Life >= 1
type = ChangeState
value = 945
Ctrl = 0

[State 942, 2]
Trigger1 = AnimTime = 0
Trigger1 = Life <= 1
type = ChangeState
value = 946
Ctrl = 0

[Statedef 945]
type    = L
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 945, 1]
Trigger1 = AnimTime = 0
type = Ctrlset
value = 0

[State 945, 2]
Trigger1 = AnimTime = 0
type = SelfState
value = 5120

[Statedef 946]
type    = L
movetype = H
physics = N
velset = 0,0
facep2 = 1

;[State 946, 1]
;type = PosAdd
;Trigger1 = AnimTime = 0
;y = -10

[State 946, 2]
Trigger1 = AnimTime = 0
type = ChangeState
value = 5150

;---------------------------------------------------------------------------
; Drop
[Statedef 926]
type    = S
physics = S
movetype= I
anim = 100
ctrl = 0

[State 926, 1]
type = PosAdd
Trigger1 = Time = 0
x = 35

[State 926, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,6

[State 926, 2]
type = VelAdd
trigger1 = Time >= 0
x = 1.176471

[State 926, 3]
type = Velset
Trigger1 = stateno != 923
value = 0,0

[State 926, 4]
type = ChangeState
Trigger1 = P2bodydist X <= 30
value = 921
ctrl = 0

[State 926, 4]
type = ChangeState
Trigger1 = Time = 20
value = 0
ctrl = 1

[Statedef 921]
type    = S
Movetype = A
physics = S

[State 921, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 920

[State 921, 1]
type = PosAdd
Trigger1 = Time = 0
x = 35

[State 921, 1]
type = VelAdd
trigger1 = Time = 0
x = 5

[State 921, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,30

[State 921, 3]
type = HitDef
Trigger1 = AnimElem = 8
Trigger1 = MoveHit = 0
attr = S, NA
damage = 30
hitsound = s0,29
getpower  = 30
givepower = 10
sparkxy = -40,-7
p1stateno = 922
p2stateno = 923
p2getp1state = 1

[State 921, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 922
ctrl = 0

[Statedef 922]
type    = S
physics = S
ctrl = 0
velset = 0

[State 922, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 921

[State 922, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Hit by Drop
[Statedef 923]
type    = S
movetype = H
physics = S
ctrl = 0
velset = 0,0

[State 923, 1]
type = VelAdd
Trigger1 = Time = 1
x = 12

[State 923, 1]
type = PosAdd
Trigger1 = AnimElem = 6
x = 12

[State 923, 1]
type = PlaySnd
Trigger1 = Time = 15
value = 0,28
volume =40

[State 923, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 923

[State 923, 2]
type = ChangeState
Trigger1 = AnimTime = 0
Trigger1 = Life >= 1
value = 924
ctrl = 1

[State 923, 2]
type = ChangeState
Trigger1 = AnimTime = 0
Trigger1 = Life <= 1
value = 925
ctrl = 0

[Statedef 924]
type    = L
movetype= H
physics = N
velset 0,0
facep2 = 1

[State 924, 1]
Trigger1 = AnimTime = 0
type = Ctrlset
value = 0

[State 924, 2]
Trigger1 = AnimTime = 0
type = PosSet
y = 0

[State 924, 3]
Trigger1 = AnimTime = 0
type = SelfState
value = 5120

[Statedef 925]
type    = L
movetype = H
physics = N
velset = 0,0
facep2 = 1

[State 925, 1]
Trigger1 = AnimTime = 0
type = PosSet
y = 0

[State 925, 1]
Trigger1 = AnimTime = 0
type = PosAdd
x = 20

[State 925, 2]
Trigger1 = AnimTime = 0
type = SelfState
value = 5150

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

[State -2, 0]
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, 1]
type = PlaySnd
triggerall = random < 250
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5000
trigger2 = anim = 5001
trigger3 = anim = 5010
trigger4 = anim = 5011
value = 0,4
Volume = -40

[State -2, 2]
type = PlaySnd
triggerall = random < 250
triggerall = time = 1
triggerall = stateno = 5010
trigger1 = anim = 5020
trigger2 = anim = 5021
value = 0,4
Volume = -40

[State -2, 3]
type = PlaySnd
triggerall = random < 250
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5002
trigger2 = anim = 5012
value = 0,4
Volume = -40

[State -2, 4]
type = PlaySnd
trigger1 = random < 250
trigger1 = time = 1
trigger1 = stateno = 5010
trigger1 = anim = 5022
value = 0,4
Volume = -40

[State -2, 7]
type = PlaySnd
trigger1 = stateno = 52
trigger1 = AnimElem = 1, = 1
value = 20,11
Volume = -40

[State -2, 8]
type = AfterImage
triggerall = stateno = 42
trigger1 = Pos Y >= 1
trigger1 = Vel X > 0.5
Time = 25

[State 40, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 40
value = 0,12
Volume = -40

[State 47, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 47
value = 0,11
Volume = 20
