;======================================================================
; HAUZER - CAPCOM FIGHTING JAM
;======================================================================
; CONVERTED BY MATURE4EVR
;======================================================================
; VERSION 0.96
;======================================================================

;======================================================================
; BASICS
;======================================================================

;----------------------------------------------------------------------
;--Basic States--
;----------------------------------------------------------------------

;----------------------------------------------------------------------
;--Lose (by timeover)--
;----------------------------------------------------------------------

[Statedef 170]
type = S
anim = 170
velset = 0,0
ctrl = 0

[State 170, 1]
type = AssertSpecial
trigger1 = Time = [0,380]
flag = RoundNotOver

[State 170, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

; WIN
[Statedef 180]
type = S
velset = 0,0
ctrl = 0

[State 180,1]
type = VarRandom
trigger1 = time >= 0
v = 1
range = 1,20

[State 180,2]
type = VarSet
trigger1 = command = "hold_x"
v = 1
value = 5

[State 180,2]
type = VarSet
trigger1 = command = "hold_a"
v = 1
value = 5

[State 180,10]
type = ChangeState
trigger1 = Var(1) = [1,10]
value = 181

[State 180,10]
type = ChangeState
trigger1 = Var(1) = [11,20]
value = 183

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

[State 181, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,100]
flag = RoundNotOver

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

[State 181, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 182
ctrl = 0

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

[State 182, Hauzer_SFX]
type = PlaySnd
trigger1 = AnimElem = 1
value = S190,0
channel = 0

[State 182, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,250]
flag = RoundNotOver

[State 182, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

;----------------------------------------------------------------------
;--Win Pose 2--
;----------------------------------------------------------------------
[Statedef 183]
type = S
anim = 183
velset = 0,0
ctrl = 0

[State 183, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,100]
flag = RoundNotOver

[State 183, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 183, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 184
ctrl = 0

[Statedef 184]
type = S
anim = 184
velset = 0,0
ctrl = 0

[State 184, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,250]
flag = RoundNotOver

[State 184, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

;----------------------------------------------------------------------
;--Intro (CFJ - Roar)--
;----------------------------------------------------------------------

[Statedef 190]
type = S
anim = 190
velset = 0,0

[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, Hauzer_SFX]
type = PlaySnd
trigger1 = AnimElem = 2
value = S190,0
channel = 0

[State 190, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;----------------------------------------------------------------------
;--Taunt--
;----------------------------------------------------------------------

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

[State 195, SFX]
type = PlaySnd
trigger1 = AnimElem = 1
value = S195,0
channel = 0

[State 195, CtrlSet]
type = CtrlSet
trigger1 = Time = 46
value = 1

[State 195, Change]
type = ChangeState
trigger1 = Time = 46
value = 0
ctrl = 1

;----------------------------------------------------------------------
;--Normal Attacks--
;----------------------------------------------------------------------

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

[State 200, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
value = S3,0

[State 200, Hit 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 18, 0
animtype = Light
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 7,6
sparkno = S9100+(random%8)
guard.sparkno = S9400
sparkxy = -10,-76
hitsound = S0,0
guardsound = S1,0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
ground.cornerpush.veloff = -7
guard.cornerpush.veloff = -7
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 200, Hit 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 18, 0
animtype = Light
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 7,6
sparkno = S9100+(random%8)
guard.sparkno = S9400
sparkxy = -10,-76
hitsound = S0,0
guardsound = S1,0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
ground.cornerpush.veloff = -7
guard.cornerpush.veloff = -7
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 200, Hit 3]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
damage = 18, 0
animtype = Light
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 7,6
sparkno = S9100+(random%8)
guard.sparkno = S9400
sparkxy = -10,-76
hitsound = S0,0
guardsound = S1,0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
ground.cornerpush.veloff = -7
guard.cornerpush.veloff = -7
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

;---Medium Punch---
[Statedef 210]
type = S
movetype = A
physics = S
anim = 210
velset = 0,0
ctrl = 0
poweradd = 40
juggle = 1
sprpriority = 2

[State 210, Hauzer_SFX]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1100,0
channel = 0

[State 210, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3,1

[State 210, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 70, 0
animtype = Medium
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 9,11
sparkno = S9100+(random%8)
guard.sparkno = S9400
sparkxy = -10,-76
hitsound = S0,2
guardsound = S1,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5
airguard.velocity = -1.9,-.8
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.type = High
air.velocity = -2.2,-3.2

[State 210, VelSet]
type = VelSet
trigger1 = AnimElem = 4 
x = 1.5

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

;---Heavy Punch---
[Statedef 220]
type = S
movetype = A
physics = S
anim = 220
velset = 0,0
ctrl = 0
poweradd = 65
juggle = 1
sprpriority = 2

[State 220, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3,2

[State 220, Flame_SFX]
type = PlaySnd
trigger1 = AnimElem = 3
value = S220,1

[State 220, Fire_Burst]
type = Explod
trigger1 = AnimElem = 3
anim = 900
pos = 0,0
facing = 1
postype = p1
sprpriority = 3
removetime = -2
bindtime = 14
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 220, HitDef]
type = HitDef
trigger1 = AnimElemTime(4) = 2
attr = S, NA
damage = 80, 0
animtype = Hard
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 9,11
sparkno = S9100+(random%8)
guard.sparkno = S9400
sparkxy = -10,-76
hitsound = S0,3
guardsound = S1,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5
airguard.velocity = -1.9,-.8
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -12
air.type = High
air.velocity = -2.2,-3.2

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

;---Light Kick---
[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
velset = 0,0
ctrl = 0
poweradd = 25
juggle = 1
sprpriority = 2

[State 230, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3,1

[State 230, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 44, 0
animtype = Light
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 7,6
sparkno = S9100+(random%8)
guard.sparkno = S9400
sparkxy = -10,-56
hitsound = S0,0
guardsound = S1,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4
airguard.velocity = -1.9,-.8
ground.cornerpush.veloff = -7
guard.cornerpush.veloff = -7
air.type = Low
air.velocity = -1.4,-3
air.hittime = 12

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

;---Medium Kick---
[Statedef 240]
type = S
movetype = A
physics = S
anim = 240
velset = 0,0
ctrl = 0
poweradd = 45
juggle = 1
sprpriority = 2

[State 240, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3,2

[State 210, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 65, 0
animtype = Medium
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 9,11
sparkno = S9100+(random%8)
guard.sparkno = S9400
sparkxy = -10,-76
hitsound = S0,1
guardsound = S1,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5
airguard.velocity = -1.9,-.8
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.type = Low
air.velocity = -2.2,-3.2

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

;---Heavy Kick---
[Statedef 250]
type = S
movetype = A
physics = S
anim = 250
velset = 0,0
ctrl = 0
poweradd = 70
juggle = 1
sprpriority = 2

[State 250, Hauzer_SFX]
type = PlaySnd
trigger1 = AnimElem = 1
value = S220,0
channel = 0

[State 250, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 5
value = S3,4

[State 250, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 80, 0
animtype = Hard
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 9,11
sparkno = S9100+(random%8)
guard.sparkno = S9400
sparkxy = -10,-76
hitsound = S0,4
guardsound = S1,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5
airguard.velocity = -1.9,-.8
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -12
air.type = Low
air.velocity = -2.2,-3.2

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

;---Crouching Light Punch---
[Statedef 400]
type = C
movetype = A
physics = C
anim = 400
velset = 0,0
ctrl = 0
poweradd = 20
juggle = 1
sprpriority = 2

[State 400, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3,0

[State 400, Nose_Cloud]
type = Explod
trigger1 = AnimElem = 1
anim = 905
pos = 0,0
facing = 1
postype = p1
sprpriority = 2
removetime = -2
bindtime = 13
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 400, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage = 20, 0
animtype = Light
guardflag = L
hitflag = MA
priority = 4, hit
pausetime = 7,6
sparkno = S9100+(random%8)
guard.sparkno = S9400
sparkxy = -10,-42
hitsound = S0,0
guardsound = S1,0
ground.type = Low
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -4
air.velocity = -1.4,-3

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

;---Crouching Medium Punch---
[Statedef 410]
type = C
movetype = A
physics = C
anim = 410
velset = 0,0
ctrl = 0
poweradd = 35
juggle = 1
sprpriority = 2

[State 410, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3,1

[State 410, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 65, 0
animtype = Medium
guardflag = L
hitflag = MA
priority = 4, hit
pausetime = 5,6
sparkno = S9100+(random%8)
guard.sparkno = S9400
sparkxy = -10,-66
hitsound = S0,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.velocity = -2.2,-3.2

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

;---Crouching Heavy Punch---
[Statedef 420]
type = C
movetype = A
physics = C
anim = 420
velset = 0,0
ctrl = 0
poweradd = 55
juggle = 1
sprpriority = 2

[State 420, Flame_SFX]
type = PlaySnd
trigger1 = AnimElem = 4
value = S220,2

[State 420, Fire_Burst]
type = Explod
trigger1 = AnimElem = 4
anim = 910
pos = 0,0
facing = 1
postype = p1
sprpriority = 3
removetime = -2
bindtime = 26
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 420, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = 80, 0
animtype = Hard
guardflag = L
hitflag = MA
priority = 4, hit
pausetime = 0,11
sparkno = S9100+(random%8)
guard.sparkno = S9400
sparkxy = -10,-35
hitsound = S0,3
guardsound = S1,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4.6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -3.4,3
palfx.time = 27
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 421

[State 420, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 421]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 421, Start]
type = ChangeAnim2
trigger1 = Time = 0
value = 421

[State 421, Change]
type = ChangeAnim
trigger1 = Time = 10
trigger1 = SelfAnimExist(5062) = 1
value = 5062

[State 421, VelSet]
type = VelSet
trigger1 = Time = 10
x = -2
y = 20

[State 421, VelAdd]
type = VelAdd
trigger1 = Time >= 10
y = 20

[State 421, SelfState]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger2 = Time >= 25
trigger3 = Anim != 421 && Anim != 5062
value = 5100

;---Crouching Light Kick---
[Statedef 430]
type = C
movetype = A
physics = C
anim = 430
velset = 0,0
ctrl = 0
poweradd = 25
juggle = 1
sprpriority = 2

[State 430, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3,1

[State 430, Nose_Cloud]
type = Explod
trigger1 = AnimElem = 1
anim = 915
pos = 0,0
facing = 1
postype = p1
sprpriority = 2
removetime = -2
bindtime = 13
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 430, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage = 30, 0
animtype = Light
guardflag = L
hitflag = MA
priority = 4, hit
pausetime = 7,6
sparkno = S9100+(random%8)
guard.sparkno = S9400
sparkxy = -10,-42
hitsound = S0,1
guardsound = S1,0
ground.type = Low
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -4
air.velocity = -1.4,-3

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

;---Crouching Medium Kick---
[Statedef 440]
type = C
movetype = A
physics = C
anim = 440
velset = 0,0
ctrl = 0
poweradd = 30
juggle = 1
sprpriority = 2

[State 440, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3,2

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = 60, 0
animtype = Medium
guardflag = L
hitflag = MA
priority = 4, hit
pausetime = 7,6
sparkno = S9100+(random%8)
guard.sparkno = S9400
sparkxy = -10,-12
hitsound = S0,1
guardsound = S1,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.velocity = -2.2,-3.2

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

;---Crouching Heavy Kick---
[Statedef 450]
type = C
movetype = A
physics = C
anim = 450
velset = 0,0
ctrl = 0
poweradd = 45
juggle = 1
sprpriority = 2

[State 450, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 5
value = S3,4

[State 450, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
damage = 75, 0
animtype = Back
guardflag = L
hitflag = MA
priority = 4, hit
pausetime = 9,11
sparkno = S9100+(random%8)
guard.sparkno = S9400
sparkxy = -10,-37
hitsound = S0,4
guardsound = S1,0
ground.type = Trip
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -1,-8
air.velocity = -1,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
yaccel = 0.5

[State 450, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---Jumping Light Punch---
[Statedef 600]
type = A
movetype = A
physics = A
anim = 600
ctrl = 0
poweradd = 25
juggle = 3
sprpriority = 2

[State 600, Hauzer_SFX]
type = PlaySnd
trigger1 = AnimElem = 2
value = S190,0
channel = 0

[State 600, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3,0

[State 600, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 50, 0
animtype = Light
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 7,6
sparkno = S9100+(random%8)
guard.sparkno = S9400
sparkxy = -10,-80
hitsound = S0,0
guardsound = S1,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4
ground.cornerpush.veloff = -7
guard.cornerpush.veloff = -7
air.velocity = -1.4,-3

;---Jumping Medium Punch---
[Statedef 610]
type = A
movetype = A
physics = A
anim = 610
ctrl = 0
poweradd = 40
juggle = 3
sprpriority = 2

[State 610, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3,1

[State 610, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 70, 0
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 7,6
sparkno = S9100+(random%8)
guard.sparkno = S9400
sparkxy = -10,-40
hitsound = S0,2
guardsound = S1,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.velocity = -2.2,-3.2

;---Jumping Heavy Punch---
[Statedef 620]
type = A
movetype = A
physics = A
anim = 620
ctrl = 0
poweradd = 65
juggle = 3
sprpriority = 2

[State 620, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3,2

[State 620, Flame_SFX]
type = PlaySnd
trigger1 = AnimElem = 3
value = S220,1

[State 620, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = -1.5
y = Const(velocity.jump.y)/2

[State 620, Fire_Burst]
type = Explod
trigger1 = AnimElem = 3
anim = 920
ID = 920
pos = 0,0
facing = 1
postype = p1
sprpriority = 3
removetime = -2
bindtime = 14
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 620, Removal]
type = RemoveExplod
trigger1 = Pos Y >= -4
ID = 920

[State 620, HitDef]
type = HitDef
trigger1 = AnimElemTime(4) = 0
attr = A, NA
damage = 80, 0
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 9,11
sparkno = S9100+(random%8)
guard.sparkno = S9400
sparkxy = -10,-20
hitsound = S0,3
guardsound = S1,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2.2,-3.2

;---Jumping Light Kick---
[Statedef 630]
type = A
movetype = A
physics = A
anim = 630
ctrl = 0
poweradd = 30
juggle = 3
sprpriority = 2

[State 630, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3,1

[State 630, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 54, 0
animtype = Light
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 7,6
sparkno = S9100+(random%8)
guard.sparkno = S9400
sparkxy = -10,-40
hitsound = S0,1
guardsound = S1,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4
ground.cornerpush.veloff = -7
guard.cornerpush.veloff = -7
air.velocity = -1.4,-3

;---Jumping Medium Kick---
[Statedef 640]
type = A
movetype = A
physics = A
anim = 640
ctrl = 0
juggle = 1
sprpriority = 2

[State 640, PowerAdd]
type = PowerAdd
trigger1 = StateNo = 641
value = 50

[State 640, Change]
type = ChangeState
trigger1 = Time = 4
value = 641
ctrl = 0

[Statedef 641]
type = A
movetype = A
physics = A
anim = 641
ctrl = 0
juggle = 3
sprpriority = 2

[State 641, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 2 && Time = 3
value = S3,2

[State 641, HitDef]
type = HitDef
trigger1 = AnimElem = 2 && Time = 3
attr = A, NA
damage = 65, 0
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 7,6
sparkno = S9100+(random%8)
guard.sparkno = S9400
sparkxy = -10,-50
hitsound = S0,1
guardsound = S1,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.velocity = -2.2,-3.2

;---Jumping Heavy Kick---
[Statedef 650]
type = A
movetype = A
physics = A
anim = 650
ctrl = 0
poweradd = 70
juggle = 3
sprpriority = 2

[State 650, Hauzer_SFX]
type = PlaySnd
trigger1 = AnimElem = 1
value = S220,0
channel = 0

[State 650, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 4
value = S3,4

[State 650, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 80, 0
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 9,11
sparkno = S9100+(random%8)
guard.sparkno = S9400
sparkxy = -10,-60
hitsound = S0,4
guardsound = S1,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -12
air.velocity = -2.2,-3.2

;----------------------------------------------------------------------
;--Throw (CFJ)--
;----------------------------------------------------------------------

[Statedef 800]
type = S
movetype = A
physics = S
anim = 800
velset = 0,0
ctrl = 0
juggle = 14

[State 810, Grab Attempt]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 3, Miss
sparkno = -1
sprpriority = 1
hitsound = -1
p2facing = 1
p1stateno = 805
p2stateno = 806

[State 810, End]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Hauzer's State (success)
[Statedef 805]
type = S
movetype = A
physics = N
anim = 805
velset = 0,0
ctrl = 0

[State 800, SprPriority]
type = SprPriority
trigger1 = StateNo = 805
value = 2

[State 805, No Damage]
type = NotHitBy
trigger1 = 1
value = SCA

[State 805, Grab_SFX]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2,0
volume = 50

[State 805, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 95,-52
postype = P1
time = -1

[State 805, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 65,-125
postype = P1
time = -1

[State 805, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 75,-260
postype = P1
time = -1

[State 805, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 50,-180
postype = P1
time = -1

[State 805, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -35,-180
postype = P1
time = -1

[State 805, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 6
value = S2,1
volume = 50

[State 805, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -175,-18
postype = P1
time = 4

[State 805, Turn]
type = Turn
trigger1 = AnimTime = 0

[State 805, P2 Damage]
type = TargetLifeAdd
trigger1 = AnimElem = 7
trigger2 = Time = 46
value = -110

[State 805, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Player Two's State
[Statedef 806]
type = A
movetype = H
physics = N
sprpriority = 0
ctrl = 0

[State 806, P2 State]
type = ChangeAnim2
trigger1 = Time = 0
value = 806
persistent = 0

[State 806, No Damage] ;<--keeps opponent from being hit while grabbed.
type = NotHitBy
trigger1 = Time = [0,48]
trigger1 = Anim = 806
value = SCA

[State 806, Allowed]
type = ScreenBound
trigger1 = Anim = 806
value = 0
movecamera = 0,0

[State 806, VelSet]
type = VelSet
trigger1 = Time = 46
x = 5
y = -4

[State 806, Stay Put!]
type = ScreenBound
trigger1 = AnimElemTime(6) = 0
value = 1
movecamera = 1,0

[State 806, Falling]
type = ChangeAnim
trigger1 = Time >= 46
value = 5050
persistent = 0

[State 806, VelAdd]
type = VelAdd
trigger1 = Time >= 48
y = .3

[State 806, SelfState]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;----------------------------------------------------------------------
;--Command Moves--
;----------------------------------------------------------------------

;---Advancing Headbutt---
[Statedef 810]
type = S
movetype = A
physics = S
anim = 810
velset = 0,0
ctrl = 0
poweradd = 70
juggle = 1
sprpriority = 2

[State 810, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 5
value = S3,2

[State 810, VelSet]
type = VelSet
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
x = 5.5

[State 810, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 75, 0
animtype = Hard
guardflag = H
hitflag = MA
priority = 4, Hit
pausetime = 9,11
sparkno = S9100+(random%8)
guard.sparkno = S9400
sparkxy = -10,-60
hitsound = S0,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5
airguard.velocity = -1.9,-.8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2.2,-3.2

[State 810, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
;--State -2--
;----------------------------------------------------------------------

[Statedef -2]

;---"A Heavy Problem" :P---

[State -2, Jump_Land]
type = EnvShake
trigger1 = StateNo = 52
trigger1 = AnimElem = 1, = 1
time = 10
ampl = -6

[State -2, Hit_Ground] ;<--Warzard detail #1.
type = EnvShake
trigger1 = StateNo = 5100
trigger1 = AnimElem = 1, = 1
time = 10
ampl = -7

[State -2, Jump_Land_SFX]
type = PlaySnd
trigger1 = StateNo = 52
trigger1 = AnimElem = 1, = 1
value = S47,0

[State -2, Hit_Ground_SFX]
type = PlaySnd
trigger1 = StateNo = 5100
trigger1 = AnimElem = 1, = 1
value = S47,1

[State -2, Ground_Effect]
type = Explod
trigger1 = StateNo = 52 || StateNo = 5100
trigger1 = AnimElem = 1, = 1
anim = 9700
pos = 0,0
facing = 1
postype = p1
sprpriority = -2
removetime = -2
bindtime = 5
ownpal = 1

;---Damage Dampening---

[State -2, AttackMulSet]
type = AttackMulSet
triggerall = NumTarget
trigger1 = Movetype = A
trigger1 = Time = 1
value = (fvar(5):=(fvar(5)*0.88))

[State -2, VarSet]
type = VarSet
trigger1 = !NumTarget
fvar(5) = 1

;---KO Stuff---

[State -2, No_Bars]
type = AssertSpecial
trigger1 = RoundState = 4
flag = NoBarDisplay
ignorehitpause = 1

;---Misc---

[State -2, No_Ctrl]
type = CtrlSet
trigger1 = Alive = 0
value = 0

[State -2, SprPriority]
type = SprPriority
trigger1 = 1
value = -1
