[Data]
life = 1000
attack = 50
power = 9000
defence = 100
fall.defence_up = 50
liedown.time = 25
airjuggle = 999
sparkno = -1
guard.sparkno = -1
KO.echo = 0
volume = 255
IntPersistIndex = 40
FloatPersistIndex = 40

[Size]
xscale = 0.45
yscale = 0.45
ground.back = 20
ground.front = 20
air.back = 12
air.front = 12
height = 60 
attack.dist = 160
proj.attack.dist = 90 
proj.doscale = 1
head.pos = 5, -120
mid.pos = 0, -88
shadowoffset = 0;5
draw.offset = 0,0

[Velocity]
walk.fwd  = 2.5
walk.back = -2
run.fwd  = 7, 0 
run.back = -5,-3
jump.neu = 0,-11.5
hello.im.neu = 2
jump.back = -2.9
jump.fwd = 3.3 
runjump.back = -2.9,-10.5
runjump.fwd = 3.3,-10.5
airjump.neu = 0,-8.1
airjump.back = -2.55 
airjump.fwd = 2.5

[Movement]
airjump.num = 0 
airjump.height = 35
yaccel = .55
stand.friction = .85
crouch.friction = .82
;---------------------------------------------------------------------------
;hp
[Statedef 200]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = ifelse(prevstateno = 201 || prevstateno = 203,202,200)
sprpriority = 2

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0
[State sound]
type = PlaySnd
trigger1 = !time && random >= 450
value = 2,7+var(0)
channel = 0

[State ]
type = Hitdef
trigger1 = !movecontact
damage = 49,21
getpower = 200,100
givepower = 0,0
pausetime = 2,3
attr = S,NA
guardflag = M
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,ifelse(!var(0),0,3)
guardsound = S0,6
ground.type = high
air.type = high
ground.slidetime = 10
ground.hittime = 14
ground.velocity = -5, 0
guard.velocity = -3.5
air.velocity = -3-fvar(1), -5+fvar(1)
air.cornerpush.veloff = -9
ground.cornerpush.veloff = -7
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
p2facing = 1
kill = var(4)
guard.kill = var(4)

[State ò_ó]
type = Explod
trigger1 = movehit && p2statetype != A
persistent = 0
ignorehitpause = 1
anim = 7009
id = 7009
Postype = p2
facing = -1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
sprpriority = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State end]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1
;----------------------------------------------------------------
;hp2
[Statedef 201]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 201
sprpriority = 2

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0
[State sound]
type = PlaySnd
trigger1 = !time && random >= 450
value = 2, 7+var(0)
channel = 0

[State ]
type = Hitdef
trigger1 = !movecontact
damage = 49,21
getpower = 200,100
givepower = 20,10
pausetime = 2,3
attr = S,NA
guardflag = M
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,ifelse(!var(0),0,3)
guardsound = S0,6
ground.type = high
air.type = high
ground.slidetime = 10
ground.hittime = 14
ground.velocity = -5, 0
guard.velocity = -3.5
air.velocity = -3-fvar(1), -5+fvar(1)
air.cornerpush.veloff = -9
ground.cornerpush.veloff = -7
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
p2facing = 1
kill = var(4)
guard.kill = var(4)

[State ò_ó]
type = Explod
trigger1 = movehit && p2statetype != A
persistent = 0
ignorehitpause = 1
anim = 7009
id = 7009
Postype = p2
facing = -1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
sprpriority = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State end]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1
;----------------------------------------------------------------
;lp
[Statedef 202]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = ifelse(prevstateno = 201 || prevstateno = 203,205,203)
sprpriority = 2

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0
[State sound]
type = PlaySnd
trigger1 = !time && random >= 450
value = 2, 7+var(0)
channel = 0

[State ]
type = Hitdef
trigger1 = !movecontact
damage = 49,14
getpower = 200,100
givepower = 0,0
pausetime = 2,3
attr = S,NA
guardflag = M
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,ifelse(!var(0),0,3)
guardsound = S0,6
ground.type = low
air.type = high
ground.slidetime = 10
ground.hittime = 14
ground.velocity = -5, 0
guard.velocity = -3.5
air.velocity = -3-fvar(1), -5+fvar(1)
air.cornerpush.veloff = -9
ground.cornerpush.veloff = -7
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
p2facing = 1
kill = var(4)
guard.kill = var(4)

[State end]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1
;----------------------------------------------------------------
;lp2
[Statedef 203]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 204
sprpriority = 2

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0
[State sound]
type = PlaySnd
trigger1 = !time && random >= 450
value = 2, 7+var(0)
channel = 0

[State ]
type = Hitdef
trigger1 = !movecontact
damage = 49,14
getpower = 200,100
givepower = 0,0
pausetime = 2,3
attr = S,NA
guardflag = M
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,ifelse(!var(0),0,3)
guardsound = S0,6
ground.type = low
air.type = high
ground.slidetime = 10
ground.hittime = 14
ground.velocity = -5, 0
guard.velocity = -3.5
air.velocity = -3-fvar(1), -5+fvar(1)
air.cornerpush.veloff = -9
ground.cornerpush.veloff = -7
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
p2facing = 1
kill = var(4)
guard.kill = var(4)

[State end]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1
;----------------------------------------------------------------
;shk
[Statedef 220]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 0, 9
[State sound]
type = PlaySnd
trigger1 = !time && random >= 450
value = 2, 7+var(0)
channel = 0

[State ]
type = Hitdef
trigger1 = !movecontact
damage = 140,35
getpower = 200,100
givepower = 0,0
pausetime = 8,8
attr = S,NA
guardflag = M
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 15
ground.hittime = 22
ground.velocity = -9, 0 
air.velocity = -3-fvar(1), -5+fvar(1)
guard.velocity = -3.5
air.cornerpush.veloff = -10
ground.cornerpush.veloff = -10
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
p2facing = 1
kill = var(4)
guard.kill = var(4)


[State ]
type = Helper
trigger1 = movehit && !numhelper(7015)
helpertype = Normal
ID = 7015
name = "bleed?" 
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7015
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State end]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1
;----------------------------------------------------------------
;slk
[Statedef 230]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 0, 9
[State sound]
type = PlaySnd
trigger1 = !time && random >= 450
value = 2, 7+var(0)
channel = 0

[State ]
type = Hitdef
trigger1 = !movecontact
damage = 126,28
getpower = 200,100
givepower = 0,0
pausetime = 8,8
attr = S,NA
guardflag = M
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,3
guardsound = S0,7
ground.type = low
air.type = high
ground.slidetime = 15
ground.hittime = 18
ground.velocity = -9, 0 
air.velocity = -3-fvar(1), -5+fvar(1)
guard.velocity = -3.5
air.cornerpush.veloff = -10
ground.cornerpush.veloff = -10
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
p2facing = 1
kill = var(4)
guard.kill = var(4)

[State end]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1
;----------------------------------------------------------------
;backfist
[Statedef 208]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 207
sprpriority = 2

[State 0, brutality]
type = ChangeState
triggerall = !numpartner && !enemynear,numpartner
triggerall = anim != 6010 && anim != 6011
triggerall = prevstateno != 7022 && prevstateno != 60800 && movehit
triggerall = !var(4) && ((var(41) >= var(58)) || (var(58) = -1)) && enemynear,life = 1
triggerall = statetype = S
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "y"
value = 6080
ctrl = 0

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !time
damage = 98,21
getpower = 200,100
givepower = 0,0
pausetime = 8,8
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,1
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 11
guard.hittime = 15
ground.velocity = -3, 0 
air.velocity = -3-fvar(1), -5+fvar(1)
guard.velocity = -9.5
air.cornerpush.veloff = -10
ground.cornerpush.veloff = -10
yaccel = .5
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -2
fall.xvelocity = 0
fall.yvelocity = 0
p2facing = 1
kill = var(4)
guard.kill = var(4)

[State ]
type = posset
triggerall = !time
trigger1 = (prevstateno = 600 || prevstateno = 620)
y = 0
x = ifelse(enemynear,facing = 1,enemynear,pos x + 30,enemynear,pos x - 30)

[State turn]
type = turn
triggerall = (prevstateno = 600 || prevstateno = 620)
triggerall = (enemynear,facing = 1 && facing = 1) || (enemynear,facing = -1 && facing = -1)
trigger1 = !time && p2statetype != L

[State ]
type = Helper
trigger1 = movehit && !numhelper(7015)
helpertype = Normal
ID = 7015
name = "bleed?" 
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7015
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State end]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1
;----------------------------------------------------------------
;knee
[Statedef 209]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 221
sprpriority = 2

[State 0, brutality]
type = ChangeState
triggerall = !numpartner && !enemynear,numpartner
triggerall = anim != 6010 && anim != 6011
triggerall = prevstateno != 7022 && prevstateno != 60800 && movehit
triggerall = !var(4) && ((var(41) >= var(58)) || (var(58) = -1)) && enemynear,life = 1
triggerall = statetype = S
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "y"
value = 6080
ctrl = 0

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 0, 9

[State ]
type = Hitdef
trigger1 = !time
damage = 105,21
getpower = 200,100
givepower = 0,0
pausetime = 8,8
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,1
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 11
guard.hittime = 15
ground.velocity = -3, 0 
air.velocity = -3-fvar(1), -5+fvar(1)
guard.velocity = -9.5
air.cornerpush.veloff = -10
ground.cornerpush.veloff = -10
forcestand = 1
yaccel = .5
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -2
fall.xvelocity = 0
fall.yvelocity = 0
p2facing = 1
kill = var(4)
guard.kill = var(4)

[State ]
type = posset
triggerall = !time
trigger1 = (prevstateno = 600 || prevstateno = 620)
y = 0
x = ifelse(enemynear,facing = 1,enemynear,pos x + 30,enemynear,pos x - 30)

[State turn]
type = turn
triggerall = (prevstateno = 600 || prevstateno = 620)
triggerall = (enemynear,facing = 1 && facing = 1) || (enemynear,facing = -1 && facing = -1)
trigger1 = !time && p2statetype != L

[State ]
type = Helper
trigger1 = movehit && !numhelper(7015)
helpertype = Normal
ID = 7015
name = "bleed?" 
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7015
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State end]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1
;----------------------------------------------------------------
;roundhouse
[Statedef 240]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State sound]
type = PlaySnd
trigger1 = !time && random >= 450
value = 2, 7+var(0)
channel = 0

[State ]
type = Hitdef
trigger1 = !time && !fvar(3)
damage = 175,28
getpower = 200,100
givepower = 0,0
pausetime = 8,8
attr = S,NA
guardflag = M
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5, -7 
air.velocity = -5-fvar(1), -5+fvar(1)
guard.velocity = -8
air.cornerpush.veloff = -15
ground.cornerpush.veloff = -15
yaccel = .5
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
fall.xvelocity = 0
fall.yvelocity = 0
p2facing = 1
kill = var(4)
guard.kill = var(4)

[State 240, Rain]
type = HitDef
trigger1 = !time && fvar(3) != 0
animtype  = Back
attr = S, NA
damage = 175,28
getpower = 200,100
givepower = 0,0
pausetime = 8,8
guardflag = HL
hitflag = MAF
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,2
guardsound = S0,7
ground.type = High
priority = 4, hit
ground.slidetime = 30
p2facing = 1
p2stateno = ifelse(target,stateno != 24098 && target,stateno != 24099,24098,24100)
guard.ctrltime = 20
guard.velocity = -25
guard.slidetime = 20
ground.hittime  = 30
ground.velocity = -5,-5
air.velocity = -5-fvar(1), -5+fvar(1)
air.hittime = 17
ground.cornerpush.veloff = -35
fall = 1
fall.recover = 0
envshake.time = 15
envshake.freq = 70
envshake.ampl = 7
kill = var(4)
guard.kill = var(4)

[State 0, TargetFacing]
type = TargetFacing
trigger1 = movehit && target,stateno = 24100 && (facing = target,facing)
value = -1
persistent = 0

[State 0, TargetVelSet]
type = TargetVelSet
trigger1 = movehit && target,stateno = 24100 && (facing = target,facing)
x = -(target,vel X)
persistent = 0

[State sound]
type = PlaySnd
trigger1 = !time
value = 0, 8
freqmul = 1.3

[State ]
type = Helper
trigger1 = movehit && !numhelper(7018)
helpertype = Normal
ID = 7018
name = "what the bleed?" 
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State end]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1
;----------------------------------------------------------------
[Statedef 24098]
type    = A
movetype= H
physics = N
juggle  = 1
anim = 5030
Velset = 0, 0
ctrl = 0

[State 181, DIED]
type = Changeanim
trigger1 = !animtime
trigger1 = anim = 5030
value  = 5050

[State 2000, 0.6]
type = ScreenBound
trigger1 = 1
value = 0

[State 2000, 0.7]
type = Veladd
trigger1 = Pos Y < 0
Y = .5

[State 2000, 2]
type = Velset
trigger1 = animelem = 1
X = -9

[State 1050, 5]
type = VelAdd
trigger1 = Time < 4
trigger1 = Vel Y > -3
Y = -10

[State otro lado]
type = Changestate
triggerall = time > 8
trigger1 = Pos X > 140 || Pos X < -140
value = 24099

[State 2000, 7]
type= selfstate
trigger1 = time > 22
trigger1 = Pos Y >= 0
value = 5100

;------------------------------------------------------------------------------------------
[Statedef 24099]
type    = A
movetype= H
physics = N
Velset = 0, 0
ctrl = 0
anim = 5050

[State 1040, 0.6]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1050, 2]
type = Posset
triggerall = Time = 1
trigger1 = Pos X > 140
trigger1 = Pos X != 150
X = -150

[State 1050, 2]
type = Posset
triggerall = Time = 1
trigger1 = Pos X < -140
trigger1 = Pos X != -150
X = 150

[State 1050, 3]
type = Velset
trigger1 = time = 4
X = -6.5

[State 1040, 0.7]
type = Veladd
trigger1 = Pos Y < 0
Y = .3

[State 1050, 6.9]
type = Velset
trigger1 = Pos Y > 0
Y = 0

[State 1050, 6.6]
type = Posset
trigger1 = Pos Y > 0
trigger1 = time = 20
Y = 0

[State 1050, 7]
type= Selfstate
trigger1 = time > 10
trigger1 = Pos Y >= -3
value = 5100

;----------------------------- evita inf
[Statedef 24100]
type    = A
movetype= H
physics = N
juggle  = 1
velset = -5,-5
anim = 5030
ctrl = 0

[State 181, DIED]
type = Changeanim
trigger1 = !animtime
trigger1 = anim = 5030
value  = 5050

[State 1040, 0.7]
type = Veladd
trigger1 = Pos Y < 0
Y = .3

[State 2000, 7]
type= selfstate
trigger1 = time > 22
trigger1 = Pos Y >= 0
value = 5100
;----------------------------------------------------------------
;sweep
[Statedef 250]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 250
sprpriority = -1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 0, 9
[State sound]
type = PlaySnd
trigger1 = !time && random >= 450
value = 2, 7+var(0)
channel = 0

[State ]
type = Hitdef
trigger1 = !time
damage = 119,21
getpower = 200,100
givepower = 0,0
pausetime = 4,4
attr = S,NA
guardflag = L
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,3
guardsound = S0,7
ground.type = trip
air.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = 0, 0
air.velocity = -3, -5
guard.velocity = -6
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -16
yaccel = .5
fall = 1
fall.recover = 0
sprpriority = -1
p2stateno = ifelse(p2statetype != A && roundstate = 2,251,-1)
p2getp1state = ifelse(p2statetype != A,1,0)
fall.xvelocity = 0
fall.yvelocity = 0
p2facing = 1
kill = var(4)
guard.kill = var(4)

[State ]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State end]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1
;----------------------------------------------------------------
;tripped
[Statedef 251]
type    = S
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
triggerall = name = "Juano`s Sub guy"
trigger1 = !time
value = S2,13

[State end]
type = posset
trigger1 = 1
y = 0

[State amination]
type = ChangeAnim
Trigger1 = 1
value = 5070

[State is it over?]
type = ChangeState
Trigger1 = hitshakeover
value = 252
;----------------------------------------------------------------
;tripped
[Statedef 252]
type    = L
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State end]
type = selfstate
trigger1 = time = 15
value = 5110
;----------------------------------------------------------------
;uppah
[Statedef 400]
type    = C
movetype= A
physics = C
poweradd= 0
ctrl = 0
velset = 0,0
anim = 400
sprpriority = 2

[State sound]
type = PlaySnd
trigger1 = !time
value = 0, 8
freqmul = 1.3

[State ]
type = Hitdef
trigger1 = !time
damage = 210,56
getpower = 200,100
givepower = 0,0
pausetime = 1,1
attr = C,NA
guardflag = M
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 999, 999
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 10
guard.hittime = 15
ground.velocity = -2, -15
air.velocity = -2, -15
guard.velocity = -14
air.cornerpush.veloff = -30
ground.cornerpush.veloff = -30
yaccel = .5
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -4
fall.xvelocity = 0
fall.yvelocity = 0
p2facing = 1
kill = var(4)
guard.kill = var(4)

[State ]
type = ChangeAnim
Trigger1 = movehit
persistent = 0
value = 401

[State 0, ovacionkhanarena]
type = PlaySnd
triggerall = movehit
trigger1 = var(22) = 5006
value = F9891,18
volume = 0
ignorehitpause = 1
channel = -1
persistent = 0
lowpriority = -1

[State ]
type = movehitreset
Trigger1 = time = 8

[State ]
type = Playsnd
trigger1 = movehit && random >= 750
persistent = 0
value = 3,var(5)
abspan = 1

[State ]
type = Helper
trigger1 = movehit && !numhelper(7018)
helpertype = Normal
ID = 7018
name = "what the bleed?" 
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State end]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1
;----------------------------------------------------------------
;clp
[Statedef 410]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 410
sprpriority = 2

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0
[State sound]
type = PlaySnd
trigger1 = !time && random >= 450
value = 2, 7+var(0)
channel = 0


[State ]
type = Hitdef
trigger1 = !movecontact
damage = 35,14
getpower = 200,100
givepower = 0,0
pausetime = 5,5
attr = C,NA
guardflag = M
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,4
guardsound = S0,6
ground.type = low
air.type = high
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -6, 0
air.velocity = -3-fvar(1), -5+fvar(1)
guard.velocity = -4
air.cornerpush.veloff = -9
ground.cornerpush.veloff = -9
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
p2facing = 1
kill = var(4)
guard.kill = var(4)

[State end]
type = changestate
trigger1 = !animtime
value = 11
ctrl = 1
;----------------------------------------------------------------
;clk
[Statedef 420]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 420
sprpriority = 2

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 0, 9
[State sound]
type = PlaySnd
trigger1 = !time && random >= 450
value = 2, 7+var(0)
channel = 0

[State ]
type = Hitdef
trigger1 = !movecontact
damage = 70,21
getpower = 200,100
givepower = 0,0
pausetime = 5,5
attr = C,NA
guardflag = L
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,4
guardsound = S0,6
ground.type = low
air.type = high
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -7, 0
air.velocity = -3-fvar(1), -5+fvar(1)
air.cornerpush.veloff = -9
ground.cornerpush.veloff = -9
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
p2facing = 1
kill = var(4)
guard.kill = var(4)

[State end]
type = changestate
trigger1 = !animtime
value = 11
ctrl = 1
;----------------------------------------------------------------
;chk
[Statedef 430]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 430
sprpriority = 2

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 0, 9
[State sound]
type = PlaySnd
trigger1 = !time && random >= 450
value = 2, 7+var(0)
channel = 0

[State ]
type = Hitdef
trigger1 = !movecontact
damage = 70,21
getpower = 200,100
givepower = 0,0
pausetime = 5,5
attr = C,NA
guardflag = M
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,4
guardsound = S0,6
ground.type = low
air.type = high
ground.slidetime = 16
ground.hittime = 20
ground.velocity = -9, 0
air.velocity = -3-fvar(1), -5+fvar(1)
air.cornerpush.veloff = -9
ground.cornerpush.veloff = -9
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
p2facing = 1
kill = var(4)
guard.kill = var(4)


[State end]
type = changestate
trigger1 = !animtime
value = 11
ctrl = 1
;----------------------------------------------------------------
;jump punch
[Statedef 600]
type    = A
movetype= A
physics = A
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0
[State sound]
type = PlaySnd
trigger1 = !time && random >= 450
value = 2, 7+var(0)
channel = 0

[State ]
type = Hitdef
trigger1 = !movecontact
damage = 98,35
getpower = 200,100
givepower = 0,0
pausetime = 8,8
attr = A,NA
guardflag = H
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,1
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -3, 0 
air.velocity = -3-fvar(1), -5+fvar(1)
guard.velocity = -5
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
p2facing = 1
fall.xvelocity = 0
fall.yvelocity = 0
p2facing = 1
kill = var(4)
guard.kill = var(4)

[State ]
type = velset
Trigger1 = movecontact
ignorehitpause = 1
persistent = 0
x = 0
y = 0

[State turn]
type = turn
triggerall = p2bodydist x <= -13 && (enemynear,backedgedist != 0)
trigger1 = !time

[State ]
type = ChangeAnim
Trigger1 = pos y >= -23 && vel y >= 1
persistent = 0
value = ifelse(!(vel x),41,42)
elem = ifelse(!(vel x),3,1)
;----------------------------------------------------------------
;jump kick
[Statedef 620]
type    = A
movetype= A
physics = A
poweradd= 0
ctrl = 0
anim = ifelse(!(vel x),621,620)
sprpriority = 2

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 0, 9
[State sound]
type = PlaySnd
trigger1 = !time && random >= 450
value = 2, 7+var(0)
channel = 0

[State ]
type = Hitdef
trigger1 = !movecontact
damage = ifelse(anim = 621,112,154),ifelse(anim = 621,35,42)
getpower = 50,140
givepower = 0,0
pausetime = 8,8
attr = A,NA
guardflag = H
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,1
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -3, ifelse(anim = 621,0,-7) 
air.velocity = -3-fvar(1), -5+fvar(1)
guard.velocity = -5
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
yaccel = .5
fall = ifelse(anim = 620,1,0)
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
p2facing = 1
kill = var(4)
guard.kill = var(4)

[State ]
type = velset
Trigger1 = movecontact
ignorehitpause = 1
persistent = 0
x = 0
y = 0

[State turn]
type = turn
triggerall = p2bodydist x <= -13 && (enemynear,backedgedist != 0)
trigger1 = !time

[State ]
type = Helper
trigger1 = movehit && !numhelper(7015) && anim = 620 && p2statetype != A
helpertype = Normal
ID = 7015
name = "bleed?" 
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7015
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = ChangeAnim
Trigger1 = pos y >= -23 && vel y >= 1
persistent = 0
value = ifelse(!(vel x),41,42)
elem = ifelse(!(vel x),3,1)
;-----------------------------------------------
;Dial-a-combo set 1
[Statedef 8000]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State 0, brutality]
type = ChangeState
triggerall = !numpartner && !enemynear,numpartner
triggerall = anim != 6010 && anim != 6011
triggerall = prevstateno != 7022 && prevstateno != 60800 && movehit
triggerall = !var(4) && ((var(41) >= var(58)) || (var(58) = -1)) && enemynear,life = 1
triggerall = statetype = S
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "y"
value = 6080
ctrl = 0

[State ]
type = posadd
trigger1 = animelem = 2
x = 5

[State ]
type = Helper
trigger1 = movehit && !numhelper(7015) && anim != 6006 && p2statetype != A
helpertype = Normal
ID = 7015
name = "bleed?" 
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7015
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State ]
type = Helper
trigger1 = movehit && !numhelper(7018) && anim = 6006
helpertype = Normal
ID = 7018
name = "what the bleed?" 
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)


[State ]
type = Hitdef
triggerall = anim != 6006
trigger1 = !movecontact
damage = 55,5
getpower = 200,100
givepower = 0,0
pausetime = 6,6
attr = S,SA
guardflag = M
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 10
ground.hittime = 12
ground.velocity = 0, 0
guard.velocity = -3
air.velocity = -3, -5
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
envshake.time = 15
envshake.ampl = -3
kill = var(4)
guard.kill = var(4)

[State ]
type = Hitdef
triggerall = anim = 6006
trigger1 = !movecontact
damage = 60,21
getpower = 50,140
givepower = 0,0
pausetime = 2,2
attr = S,SA
guardflag = M
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.7, -15
guard.velocity = -20
air.velocity = -1.7, -15
air.cornerpush.veloff = -20
ground.cornerpush.veloff = -20
yaccel = .5
fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
envshake.time = 15
envshake.ampl = -3
kill = var(4)
guard.kill = var(4)

[State ]
type = changeanim
trigger1 = !time && (anim != [6005,6006])
value = 6005

[State ]
type = changeanim
triggerall = movecontact && command = "a"
trigger1 = (anim = 6005 && command = "holddown");&&  || (anim = 6006 && command = "holddown")
value = anim + 1

;---------------AI-------------------------
[State ]
type = changeanim
triggerall = movecontact && var(55) = 1
triggerall = random >= 30
trigger1 = anim = 6005
value = anim + 1

[State ]
type = changestate
triggerall = random >= 30
triggerall = prevstateno = 8001 && movecontact && anim != 6011 && var(55) = 1
trigger1 = anim = 6005
value = 8003

[State end]
type = changestate
triggerall = random >= 30
triggerall = prevstateno != 8001 && movecontact
trigger1 = anim = 6005 && var(55) = 1
value = 8001
;------------------------------------------
[State ]
type = movehitreset
trigger1 = animelem = 1

[State ]
type = Playsnd
triggerall = anim = 6006 && animelemtime(5) <= 0
trigger1 = movehit && random >= 750
persistent = 0
value = 3,var(5)
abspan = 1

[State 0, ovacionkhanarena]
type = PlaySnd
triggerall = movehit && anim = 6006
trigger1 = var(22) = 5006
value = F9891,18
volume = 0
ignorehitpause = 1
channel = -1
persistent = 0
lowpriority = -1

[State ]
type = changestate
triggerall = prevstateno = 8001 && movecontact && command = "x" && anim != 6011
trigger1 = anim = 6005
value = 8003

[State end]
type = changestate
triggerall = prevstateno != 8001 && movecontact
trigger1 = anim = 6005 && command = "b"
value = 8001


[State end]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1
;--------------------------------------------------------------------
;Dial-a-combo set 2
[Statedef 8001]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State 0, brutality]
type = ChangeState
triggerall = !numpartner && !enemynear,numpartner
triggerall = anim != 6010 && anim != 6011
triggerall = prevstateno != 7022 && prevstateno != 60800 && movehit
triggerall = !var(4) && ((var(41) >= var(58)) || (var(58) = -1)) && enemynear,life = 1
triggerall = statetype = S
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "y"
value = 6080
ctrl = 0

[State ]
type = posadd
trigger1 = animelem = 2 && anim = 6008
x = 10

[State ]
type = Helper
trigger1 = movehit && !numhelper(7015) && anim != 6008 && p2statetype != A
helpertype = Normal
ID = 7015
name = "bleed?" 
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7015
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State ]
type = Helper
trigger1 = movehit && !numhelper(7018) && anim = 6008
helpertype = Normal
ID = 7018
name = "what the bleed?" 
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = Hitdef
triggerall = anim != 6008
trigger1 = !movecontact
damage = 68,5
getpower = 200,100
givepower = 0,0
pausetime = 6,6
attr = S,SA
guardflag = M
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 10
ground.hittime = 12
ground.velocity = 0, 0
guard.velocity = -3
air.velocity = -3, -5
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
envshake.time = 15
envshake.ampl = -3
kill = var(4)
guard.kill = var(4)

[State ]
type = Hitdef
triggerall = anim = 6008
trigger1 = !movecontact
damage = 88,21
getpower = 200,100
givepower = 0,0
pausetime = 8,8
attr = S,SA
guardflag = M
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7, -7
guard.velocity = -10
air.velocity = -3, -5
air.cornerpush.veloff = -20
ground.cornerpush.veloff = -20
yaccel = .5
fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
envshake.time = 15
envshake.ampl = -3
kill = var(4)
guard.kill = var(4)

[State ]
type = changeanim
trigger1 = !time && (anim != [6007,6008])
value = 6007

[State ]
type = changeanim
triggerall = movecontact && command = "holdback" && command = "y"
trigger1 = anim = 6007
value = anim + 1
;---------------AI------------------
[State ]
type = changeanim
triggerall = movecontact && random >= 30 && var(55) = 1
trigger1 = anim = 6007
value = anim + 1

[State end]
type = changestate
triggerall = prevstateno != 8000 && movecontact
trigger1 = anim = 6007 && random >= 30 && var(55) = 1
value = 8000

[State end]
type = changestate
triggerall = prevstateno = 8000 && movecontact
trigger1 = anim = 6007 && random >= 30 && var(55) = 1
value = 8002
;-------------------------------------

[State ]
type = movehitreset
trigger1 = animelem = 1

[State end]
type = changestate
triggerall = prevstateno != 8000 && movecontact
trigger1 = anim = 6007 && command = "a"
value = 8000

[State end]
type = changestate
triggerall = prevstateno = 8000 && movecontact
trigger1 = anim = 6007 && command = "y" && command != "holdback"
value = 8002

[State end]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1
;--------------------------------------------------------------------
;Dial-a-combo set 3
[Statedef 8002]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State 0, brutality]
type = ChangeState
triggerall = !numpartner && !enemynear,numpartner
triggerall = anim != 6010 && anim != 6011
triggerall = prevstateno != 7022 && prevstateno != 60800 && movehit
triggerall = !var(4) && ((var(41) >= var(58)) || (var(58) = -1)) && enemynear,life = 1
triggerall = statetype = S
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "y"
value = 6080
ctrl = 0

[State ]
type = Helper
trigger1 = movehit && !numhelper(7015) && anim != 6010 && p2statetype != A
helpertype = Normal
ID = 7015
name = "bleed?" 
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7015
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State ]
type = Helper
trigger1 = movehit && !numhelper(7018) && anim = 6010 && p2statetype != A
helpertype = Normal
ID = 7018
name = "what the bleed?" 
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = posadd
trigger1 = animelem = 2
x = 10

[State ]
type = Hitdef
triggerall = anim != 6010
trigger1 = !movecontact
damage = 75,5
getpower = 200,100
givepower = 0,0
pausetime = 6,6
attr = S,SA
guardflag = M
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 10
ground.hittime = 15
ground.velocity = 0, 0
guard.velocity = -3
air.velocity = -3, -5
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
envshake.time = 15
envshake.ampl = -3
kill = var(4)
guard.kill = var(4)

[State ]
type = Hitdef
triggerall = anim = 6010
trigger1 = !movecontact
damage = 100,21
getpower = 200,100
givepower = 0,0
pausetime = 8,8
attr = S,SA
guardflag = M
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -5, -5
guard.velocity = -10
air.velocity = -3, -5
air.cornerpush.veloff = -20
ground.cornerpush.veloff = -20
yaccel = .5
fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
envshake.time = 15
envshake.ampl = -3
kill = var(4)
guard.kill = var(4)

[State ]
type = changeanim
trigger1 = !time && (anim != [6009,6010])
value = 6009

[State ]
type = changeanim
triggerall = movecontact && command = "y"
trigger1 = anim = 6009
value = anim + 1
;--------------------AI---------------
[State ]
type = changeanim
triggerall = movecontact && random >= 30 && var(55) = 1
trigger1 = anim = 6009
value = anim + 1
;-------------------------------------
[State ]
type = movehitreset
trigger1 = animelem = 1

[State end]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1
;-----------------------------------------------
;Dial-a-combo end
[Statedef 8003]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 6011
sprpriority = 2

[State ]
type = Helper
trigger1 = movehit && !numhelper(7018) && p2statetype != A
helpertype = Normal
ID = 7018
name = "what the bleed?" 
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = posadd
trigger1 = animelem = 2
x = 10

[State ]
type = Hitdef
trigger1 = !movecontact
damage = 100,21
getpower = 200,100
givepower = 0,0
pausetime = 8,8
attr = S,SA
guardflag = M
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7, -5
guard.velocity = -10
air.velocity = -3, -5
air.cornerpush.veloff = -20
ground.cornerpush.veloff = -20
yaccel = .5
fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
envshake.time = 15
envshake.ampl = -3
kill = var(4)
guard.kill = var(4)

[State end]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1
;---------------------------------------------------------------
;throw attempt
[Statedef 800]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 800
sprpriority = 2

[State grabby]
type = HitDef
triggerall = p2movetype != H
Trigger1 = !Time
attr = S, NT 
hitflag = M- 
priority = 1, Miss 
sparkno = -1 
sprpriority = -1
;hitsound = s2,1 
p1facing = 1
p2facing = 1 
p1stateno = 801 
p2stateno = 802
guard.dist = 0
fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0

[State grabby]
type = HitDef
triggerall = p2movetype = H && p2stateno = 7003
Trigger1 = !Time
attr = S, NT 
hitflag = M 
priority = 1, Miss 
sparkno = -1 
sprpriority = -1
;hitsound = s2,1 
p1facing = 1
p2facing = 1 
p1stateno = 801 
p2stateno = 802
guard.dist = 0
fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0

[State end] 
type = ChangeState
trigger1 = !AnimTime
value = 202
;---------------------------------------------------------------
;throwing
[Statedef 801]
type    = S
movetype= A
physics = S
poweradd= 80
velset = 0,0
ctrl = 0
anim = 801
sprpriority = 2

[State stupid camera]
type = ScreenBound
trigger1 = time <= 6
value = 1
movecamera = 1,0

[State hold me] 
type = Targetbind
trigger1 = animelem = 3
pos = ceil(60*2*const(size.xscale)), ceil(-60*2*const(size.yscale))
[State hold me] 
type = Targetbind
trigger1 = animelem = 4
pos = ceil(30*2*const(size.xscale)), ceil(-65*2*const(size.yscale))
[State hold me] 
type = Targetbind
trigger1 = animelem = 5
pos = ceil(0*2*const(size.xscale)), ceil(-80*2*const(size.yscale))

[State hold me] 
type = Targetbind
trigger1 = animelem = 6
pos = ceil(-30*2*const(size.xscale)), ceil(-90*2*const(size.yscale))

[State away with you] 
type = Targetstate
trigger1 = animelem = 6
value = 803

[State Sound]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 8

[State ouchy!]
type = targetlifeadd
trigger1 = animelem = 6
absolute = 1
value = ifelse(var(2),-90,-140)
kill = var(4)

[State Don't miss]
type = Width
trigger1 = animelem = 6
value = 0,80

[State end] 
type = ChangeState
trigger1 = !AnimTime
triggerall = PrevStateNo != 6036
ctrl = 1
value = 0
;----------------------------------
[State end air]  ;por si se hizo air trow
type = changestate
trigger1 = !animtime
triggerall = PrevStateNo = 6036
value = 51
ctrl = 1
anim = 41
;-------------------------------------------
[State end] 
type = changeState
trigger1 = time <= 5 && target,command = "a"
value = 804

[State Sound]
type = PlaySnd
trigger1 = !time
value = 3, ifelse(var(20) = 6,10,ifelse(!var(21),11,9))
channel = 0

;---------------------------------------------------------------
;being thrown
[Statedef 802]
type    = A
movetype= H
physics = N
velset = 0,0

[State stupid camera]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State amination]
type = ChangeAnim
Trigger1 = time <= 11
value = anim
elem = animelemno(0)

[State don't hurt me]
type = nothitby
trigger1 = 1
time = 1
value = SCA

[State look ma no hands]
type = ChangeAnim
triggerall = time = 12
trigger1 = name = "Juano`s Sub guy"
trigger2 = name = "Juano`s Kit girl"
value = 802

[State look ma no hands] 
type = ChangeAnim2
trigger1 = time = 13 && anim != 802
value = 803
;---------------------------------------------------------------------------
;flying
[Statedef 803]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 6,-4

[State stupid camera]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State BLAH, DAMN YOU!]
type = Veladd
trigger1 = 1
y = .55

[State weeeeeee!]
type = selfstate
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100
;----------------------------------------------------------------
;Tech hit my ass!
[Statedef 804]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
velset = -4,0
ctrl = 0
anim = 804
sprpriority = -1

[State bitchass] 
type = Targetstate
trigger1 = !time
value = 805

[State ]
type = posset
trigger1 = 1
y = 0

[State ]
type = velset
trigger1 = 1
x = -2

[State Sound]
type = Playsnd
trigger1 = !time
value = 2, 6
channel = 0

[State end]
type = changestate
trigger1 = !animtime
;triggerall = statetype != A
value = 0
ctrl = 1

;----------------------------------------------------------------
;get down
[Statedef 805]
type    = S
movetype= I
physics = S
juggle  = 8
poweradd= 0
velset = -4,0
ctrl = 0
sprpriority = -1

[State look ma no hands] 
type = ChangeAnim2
trigger1 = !time 
value = 805

[State ]
type = posset
trigger1 = 1
y = 0

[State ]
type = velset
trigger1 = 1
x = -2

[State end]
type = selfstate
trigger1 = !animtime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[statedef -2]
;=================================================================
;===================== ATAQUES POR PALETA ========================
;=================================================================
[State -2, paleta1y7Subzero]
type = VarSet
triggerall = var(20) = 0
trigger1 = palno = 1 || palno = 7
var(20) = 1

[State -2, paleta2y8Scorpion]
type = VarSet
triggerall = var(20) = 0
trigger1 = palno = 2 || palno = 8
var(20) = 2

[State -2, paleta3y9REPTILE]
type = VarSet
triggerall = var(20) = 0
trigger1 = palno = 3 || palno = 9
var(20) = 3

[State -2, paleta4Y10NOOB]
type = VarSet
triggerall = var(20) = 0
trigger1 = palno = 4 || palno = 10
var(20) = 4

[State -2, paleta5Y11SMOKE]
type = VarSet
triggerall = var(20) = 0
trigger1 = palno = 5 || palno = 11
var(20) = 5

[State -2, paleta6ERMAC]
type = VarSet
triggerall = var(20) = 0
trigger1 = palno = 6
var(20) = 6

[State -2, paleta12RAIN]
type = VarSet
triggerall = var(20) = 0
trigger1 = palno = 12
var(20) = 7
;------------------ FIN ATAKE POR PALETA ------------------------------
[State -2.hypersa0]
type = VarSet
trigger1 = StateNo != 3000 && stateNo != 3001 && stateNo != 3004 && stateNo != 3005 && stateNo != 3012 && stateNo != 3013 && stateno != 3014 && enemynear,stateno != 30121
var(6) = 0

[State 0, VarSet]
type = VarSet
trigger1 = stateno = 0 && time = 15 && !numhelper(6007)
trigger2 = var(12) > 0 && enemynear,ctrl && enemynear,statetype != A && !numhelper(6007)
trigger3 = enemynear,numpartner != 0
var(12) = 0

[State 0, VarSet]
type = VarSet
trigger1 = var(6) = 3
var(12) = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = p2stateno = 60723
flag = noautoturn

[State 0,nadaalfrentePIT2]
type = AssertSpecial
triggerall = var(22) = 5010
trigger1 = stateno = 6077
trigger2 = p2stateno = 607712
flag = noFG

[state -2, singuardiaennube]
type = AssertSpecial
trigger1 = numHelper(60402) = 1
triggerall = stateno != 6021
flag = unguardable

[State -2, noboardenfatals]
type = AssertSpecial
triggerall = numpartner = 0 ; no en simul
trigger1 = stateno = 6056
trigger2 = stateno = 6059
trigger3 = stateno = 6063
trigger4 = stateno = 6066
trigger5 = stateno = 6068
trigger6 = stateno = 6070
trigger7 = stateno = 6073
trigger8 = stateno = 6075
trigger9 = stateno = 6077 && var(22) != 5008 && var(22) != 5005
trigger10 = stateno = 6078
trigger11 = (stateno = [6050,6076]) || stateno = 6081
trigger12 = stateno = 6051
trigger13 = stateno = 6052
trigger14 = stateno = 6054
trigger15 = stateno = 6079
trigger16 = stateno = 60806 || stateno = [60877,60887]
trigger17 = stateno = [6082,6099]
flag = nobardisplay
ignorehitpause = 1

[State -2, nomusicaenbrutality]
type = AssertSpecial
trigger1 = stateno = 60806
trigger2 = stateno = 60877 || stateno = 60879
trigger3 = stateno = 60878 || stateno = [60880,60887]
trigger4 = stateno = 6080 || stateno = [60801,60805]
flag = nomusic
ignorehitpause = 1

[State -2, norecivedañosihaynube]
type = nothitby
trigger1 = numHelper(60402) = 1
triggerall = stateno != 6021
value = SCA

[State -2, kitalacuerdajalada]
type = RemoveExplod
trigger1 = stateno != 6014 && stateno != 6018
trigger2 = !numhelper(6015)
id = 7015
ignorehitpause = 1

[State -2, dejainviciblealsergolpeadooganar]
type = VarSet
triggerall = var(17) = 1
trigger1 = movetype = H
trigger2 = win = 1
var(17) = 0
[state -2, invisible]
type = AssertSpecial
trigger1 = var(17) = 1
trigger2 = numexplod(180) = 1
trigger3 = numexplod(18099) = 1
flag = invisible

[State 0, kitakuerda]
type = RemoveExplod
trigger1 = stateno != 6014 && stateno != 6018
id = 7053
ignorehitpause = 1

[State -2, yo]
type = DisplayToClipboard
trigger1 = 1
text = "StageID:%d PosX:%d distP2:%d Brutalitypoints:%d var(12):%d"
params = var(22),floor(pos X),floor(p2bodydist X),var(18),var(12)
[State -2]
type = varset
triggerall = roundstate <= 2;= 2
trigger1 = 1
ignorehitpause = 1
fvar(0) = ifelse((enemynear,gethitvar(hitcount) = [1,4]),.45,ifelse((enemynear,gethitvar(hitcount) = [5,7]),.70,ifelse((enemynear,gethitvar(hitcount) = [8,19]),.80,ifelse((enemynear,gethitvar(hitcount) >= 20),.99,0))))

[State -2]
type = attackmulset
trigger1 = roundstate <= 2;= 2
;trigger1 = roundstate <= 2
ignorehitpause = 1
value = ifelse(p2movetype != H,1,1-fvar(0))

[State -2]
type = varset
triggerall = roundstate <= 2;= 2
;triggerall = roundstate <= 2
trigger1 = p2movetype = H && enemynear,gethitvar(hitcount) >= 5
ignorehitpause = 1
fvar(1) = ((enemynear,gethitvar(hitcount))/5.0)-1

[State -2]
type = varset
triggerall = roundstate <= 2
trigger1 = p2movetype != H
ignorehitpause = 1
fvar(1) = 0

[State -3, blar]
type = VarRandom
trigger1 = 1
ignorehitpause = 1
v = 5
range = 1,5

[State -2]
type = varset
triggerall = roundstate <= 2
trigger1 = p2movetype != H
ignorehitpause = 1
var(2) = 0

[State 1300, muereERmac]
type = explod
triggerall = var(20) = 6
trigger1 = numexplod(998) < 2
trigger1 = !alive
anim = 9999
pos = 0,0
id = 998
ignorehitpause = 1
bindtime = -1
removetime = -1
scale = const(size.xscale),const(size.yscale)
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = var(20) = 6
flag = nokosnd
[State -3, ermac];lose
type = PlaySnd
triggerall = var(20) = 6
trigger1 = numexplod(998) = 1
value = S11,3
channel = 5
persistent = 0
ignorehitpause = 1
volume = 200

[State ow]
type = Playsnd
triggerall = !time
trigger1 = random >= 300 && stateno = 5000 || stateno = 5010 || stateno = 5020 || stateno = 5080
trigger2 = stateno = 6069 || stateno = 60800
value = 2,var(3)
channel = 0

[State blar]
type = VarRandom
trigger1 = 1
v = 3
range = 3,5
[State MK2]
type = Varadd
triggerall = var(20) != 6
trigger1 = var(3) = 3 || var(3) = 4 || var(3) = 5
var(3) = ifelse(!var(21),20,0)
[State ermac]
type = Varadd
triggerall = var(20) = 6
trigger1 = var(3) = 3 || var(3) = 4 || var(3) = 5
var(3) = 30

[State -2]
type = assertspecial
trigger1 = 1
ignorehitpause = 1
flag = noairguard

[State -2]
type = assertspecial
trigger1 = movetype != H
ignorehitpause = 1
flag = nokoslow

[State -2]
type = assertspecial
trigger1 = roundstate = 4
ignorehitpause = 1
flag = nobardisplay

[State ]
type = varset
;triggerall = roundstate = 2
triggerall = roundstate != 1
trigger1 =  !(var(41) >= var(58)) && var(58) != -1 || numpartner >= 1 || enemynear,numpartner >= 1 || var(58) = -2
;trigger1 =  !(var(41) = var(58)) && var(58) != -1 || numpartner >= 1 || enemynear,numpartner >= 1 || var(58) = -2
ignorehitpause = 1
var(4) = 1

[State ]
type = Helper
triggerall = !numhelper(7021) && roundstate != 1  && !var(4) && ((var(41) >= var(58)) || (var(58) = -1))
trigger1 = enemynear,life <= 2
trigger1 = (p2statetype != A && p2movetype != H) || (p2statetype = L && p2movetype = H)
helpertype = Normal
ID = 7021
name = "Finish" 
postype = p2
pos = 0,0
stateno = 7021
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = Helper
triggerall = !numhelper(7026) && roundstate != 1
trigger1 = !time
helpertype = Normal
ID = 7026
name = "Juano`s Sub guy" 
postype = left
pos = 0,0
stateno = 7026
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = varset
trigger1 = !var(58)
persistent = 0
var(58) = 1

[State -2, VarRandom]
type = VarRandom
trigger1 = 1
v = 23
range = 0,2
ignorehitpause = 1

;======================================================
;========== HELPER BONUS  Siempre necesario ===============
;======================================================
[State 0, Helper]
type = Helper
trigger1 = !numhelper(70999) && stateno = 5900
helpertype = normal
name = "Bonus State"
ID = 70999
stateno = 70999
postype = left
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 0, nogirabonus]
type = AssertSpecial
trigger1 = fvar(4) = 1
flag = noautoturn

;[State 0, posZscale]
;type = VarSet
;trigger1 = floor(pos Z = -120)
;fvar(2) = -.47
;----------------------------------------- CHAMELEON ATACK COLORS
[State -3, chameleonSub]
type = PalFX
triggerall = var(21) = 1
trigger1 = numexplod(2100) = 1
trigger1 = stateno != 196 ;no en el intro
trigger1 = prevstateno != 60821 ; no eternal ice
time = 5
add = 0,0,0
mul = 0,0,256
sinadd = 0,0,0,10
invertall = 0
color = 0
ignorehitpause = 1

[State -3, chameleonscorpion]
type = PalFX
;triggerall = stateno != [191,199]
triggerall = var(21) = 1
trigger1 = numexplod(2101) = 1
trigger1 = stateno != 196 ;no en el intro
trigger1 = prevstateno != 60821 ; no eternal ice
time = 5
add = 50,0,0
mul = 256,256,0
sinadd = 0,0,0,10
invertall = 0
color = 0
ignorehitpause = 1
[State -3, chameleonrept]
type = PalFX
;triggerall = stateno != [191,199]
triggerall = var(21) = 1
trigger1 = numexplod(2102) = 1
trigger1 = stateno != 196 ;no en el intro
trigger1 = prevstateno != 60821 ; no eternal ice
time = 2
mul = 0,256,0
ignorehitpause = 1
[State -3, chameleonNoob]
type = PalFX
;triggerall = stateno != [191,199]
triggerall = var(21) = 1
trigger1 = numexplod(2103) = 1
trigger1 = stateno != 196 ;no en el intro
trigger1 = prevstateno != 60821 ; no eternal ice
time = 5
mul = 0,0,0
ignorehitpause = 1
[State -3, chameleonsmoke]
type = PalFX
;triggerall = stateno != [191,199]
triggerall = var(21) = 1
trigger1 = numexplod(2104) = 1
trigger1 = stateno != 196 ;no en el intro
trigger1 = prevstateno != 60821 ; no eternal ice
time = 5
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 0
ignorehitpause = 1
[State -3, chameleonermac]
type = PalFX
;triggerall = stateno != [191,199]
triggerall = var(21) = 1
trigger1 = numexplod(2105) = 1
trigger1 = stateno != 196 ;no en el intro
trigger1 = prevstateno != 60821 ; no eternal ice
time = 5
add = 50,0,0
mul = 256,0,0
sinadd = 0,0,0,10
invertall = 0
color = 0
ignorehitpause = 1
;------------------------------------------ CHAMELEON RANDOM COLORS
[State 0, Chameleon]
type = Explod
triggerall = anim != 6988 && anim != 6989 && anim != 70322 && anim != 195 && anim != 1952 && anim != 6985
triggerall = stateno != [6050,6074]
triggerall = stateno != 6076 && stateno != [6078,6079]
triggerall = stateno != [6082,6083]
triggerall = stateno != [6085,6099]
triggerall = var(21) = 1
triggerall = numexplod(2100+var(9)) < 6
trigger1 = (time%(ifelse(stateno = 180,10,30))) = 1
anim = 9999
ID = 2100+var(9)
pos = 320,240
postype = left
bindtime = 1
removetime = 30
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
[State 0, VarSet]
type = VarSet
trigger1 = var(59) = 1
v = 21
value = 1

[State 0, Trans]
type = Trans
trigger1 = stateno != [191,199]
trigger1 = var(21) = 1
trans = addalpha
alpha= 256,50

[State 0, VarRandom]
type = VarRandom
trigger1 = var(21) = 1
triggerall = !(time%5)
v = 9
range = 0,5

[State -1,ON sound]
type = playsnd
trigger1 = var(59) = 0
Trigger1 = (stateno = [191,199]) && (numhelper(7019) = 1 && roundno = 1)
Trigger2 = ((stateno = 5900 && roundno != 1 && time < 3) || (time = 2 && stateno = [191,199]))
trigger2 = command = "holdback" && command = "hold_z" && command = "hold_c"
triggerall = var(21) = 1
channel = -1
value = 16,6
volume = 255
persistent = 0

[State -3, vapordesubpal1y7pie]
type = Explod
triggerall = lose != 1 && ctrl
triggerall = statetype != C && !numhelper(7019)
triggerall = stateno != 170
triggerall = var(17) != 1
triggerall = anim != 6028 && anim != 195 && anim != 1952
trigger1 = !(time%2)
trigger2 = stateno = 9830 &&  time > 5
triggerall = anim != 9410 && stateno != 170
triggerall = anim != 5110 && stateno != 171
triggerall = anim != 5808 && stateno != 172
triggerall = anim != 5150 && stateno != 173
triggerall = anim != 5060 && stateno != 193
triggerall = anim != 5050
triggerall = anim != 5808
triggerall = stateno != 1005 && stateno != 193
triggerall = stateno != 11005
triggerall = movehit != 1
triggerall = anim != 5140
triggerall = var(20) = 1
triggerall = stateno != [6050,6099]
triggerall = stateno != [3000,3020]
triggerall = Win != 1 && lose != 1
ID = 703499
anim = ifelse(!(time%4),7034,70342)
name = "Steam"
pos = 0, -60*const(size.yscale)*(1+fvar(2))
postype = p1
vel = vel X, -1 + vel Y/10
accel = -(vel X)*.05
random = 40*2*const(size.xscale)*(1+fvar(2)),70*2*const(size.yscale)*(1+fvar(2))
removetime = 36
ontop = 1
ownpal = 1
shadow = 0
removeongethit = 0
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State -3, vapordesubpal1y7agachado]
type = Explod
triggerall = lose != 1 && ctrl
triggerall = statetype = C && stateno != 193
triggerall = stateno != 170 && !numhelper(7019)
triggerall = var(17) != 1
triggerall = anim != 6028 && anim != 195 && anim != 1952
trigger1 = TimeMod=4,0
trigger2 = stateno = 9830
trigger2 = time > 5
triggerall = anim != 9410 && stateno != 170
triggerall = anim != 5110 && stateno != 171
triggerall = anim != 5808 && stateno != 172
triggerall = anim != 5150 && stateno != 173
triggerall = anim != 5060 && stateno != 193
triggerall = anim != 5050
triggerall = anim != 5808
triggerall = stateno != 1005
triggerall = stateno != 11005
triggerall = movehit != 1
triggerall = anim != 5140
triggerall = var(20) = 1
triggerall = stateno != [6050,6099]
triggerall = stateno != [3000,3020]
triggerall = Win != 1 && lose != 1
anim = 7034
name = "Steam"
pos = 0, -45*2*const(size.yscale)*(1+fvar(2))
postype = p1
;bindtime = -1
vel = 0, -1.3
random = 40*2*const(size.xscale)*(1+fvar(2)),45*2*const(size.yscale)*(1+fvar(2))
removetime = 36
ontop = 1
ownpal = 1
shadow = 0
removeongethit = 0
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State -3, homodesmokedepie]
type = Explod
triggerall = lose != 1 && ctrl
triggerall = stateno != 170 && !numexplod(7014)
triggerall = statetype != C && !numhelper(7019)
triggerall = var(17) != 1 && !numexplod(180) && win != 1
triggerall = anim != 6028 && stateno != 195 && anim != 195 && anim != 1952
trigger1 = TimeMod=4,0
trigger2 = stateno = 9830 && stateno != 191
trigger2 = time > 5
triggerall = anim != 9410 && stateno != 199
triggerall = anim != 5110 && stateno != 6070
triggerall = anim != 5808 && stateno != 170
triggerall = anim != 5150 && stateno != 171
triggerall = anim != 5060 && stateno != 172
triggerall = anim != 5050 && stateno != 173
triggerall = anim != 5808 && anim != 7080
triggerall = stateno != 1005
triggerall = stateno != 11005
triggerall = movehit != 1
triggerall = anim != 5140
triggerall = var(20) = 5
triggerall = (stateno != [190,199])&& (stateno != [6050,6099])
;triggerall = Win != 1
triggerall = lose != 1
anim = 7040
name = "Humo"
pos = 0, -50*2*const(size.yscale)*(1+fvar(2))
postype = p1
;bindtime = -1
vel = 0, -2
random = 40*2*const(size.xscale)*(1+fvar(2)),45*2*const(size.yscale)*(1+fvar(2))
removetime = -2
ontop = 1
ownpal = 1
shadow = 0
removeongethit = 0
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State -3, homodesmokeagachado]
type = Explod
triggerall = lose != 1 && ctrl
triggerall = stateno != 170 && !numexplod(7014) && anim != 195 && anim != 1952
triggerall = statetype = C  || anim = 11
triggerall = var(17) != 1 && !numhelper(7019)
triggerall = anim != 6028 && stateno != 195 && !numexplod(180) && win != 1
trigger1 = TimeMod=4,0
trigger2 = stateno = 9830 && stateno != 191
trigger2 = time > 5
triggerall = anim != 9410 && stateno != 199
triggerall = anim != 5110 && stateno != 6070
triggerall = anim != 5808 && stateno != 170
triggerall = anim != 5150 && stateno != 171
triggerall = anim != 5060 && stateno != 173
triggerall = anim != 5050 && stateno != 172
triggerall = anim != 5808 && anim != 7080
triggerall = stateno != 1005
triggerall = stateno != 11005
triggerall = movehit != 1
triggerall = anim != 5140
triggerall = var(20) = 5
triggerall = (stateno != [190,199])&& (stateno != [6050,6099])
triggerall = lose != 1
anim = 7040
name = "Humo"
pos = 0, -25*const(size.yscale)*(1+fvar(2))
postype = p1
;bindtime = -1
vel = 0, -2
random = 40*2*const(size.xscale)*(1+fvar(2)),45*2*const(size.yscale)*(1+fvar(2))
removetime = -2
ontop = 1
ownpal = 1
shadow = 0
removeongethit = 0
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State -3, Jumping Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 50
value = 2, ifelse(var(20)=6,29,ifelse(!var(21),39,9))
channel = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = (time = 1 && stateno = 52) 
value = 3, 0

[State -3, blar]
type = VarRandom
trigger1 = 1
v = 0
range = 0,1
ignorehitpause = 1

[State -3,GolpeErmacYmk2]
type = Varadd
trigger1 =  var(0) = 0 || var(0) = 1
var(0) = ifelse(var(20) = 6,20,ifelse(!var(21),30,0))
ignorehitpause = 1

[State -2]
type = defencemulset
trigger1 = movetype != H
value = 1

[State callacarga]
type = StopSnd
trigger1 = !time && prevstateno = 3011 && movetype = H
channel = 3

[State ]
type = Helper
triggerall = !var(55)
trigger1 = !numhelper(7019) && (stateno = [190,199]) && command = "start"
helpertype = Normal
ID = 7019
name = "Movelist"
postype = back
pos = 0,0
stateno = 7019
ownpal = 1
scale = const(size.xscale),const(size.yscale)
;====================================
;-------- remove explods ------------
[State -3, luzmanodeermac]
type = RemoveExplod
triggerall = numexplod(7082)
trigger1 = anim != 7082 && anim != 70821
id = 7082
ignorehitpause = 1

[State -3, luzmanodeermac]
type = RemoveExplod
triggerall = numexplod(7018)
trigger1 = (anim != 6004 && anim != 6100 && anim != 6000)
trigger2 = stateno = 6001
id = 7018
ignorehitpause = 1

[State 0, craneoHyper3]
type = RemoveExplod
trigger1 = numexplod(30125) && anim != 30122 && anim != 7094
id = 30125
ignorehitpause = 1

[State -3,FATALITY ALL TIME]
type = varadd
Trigger1 = TeamMode = turns
Trigger2 = enemynear,TeamMode = turns
triggerall = var(41) = 0
var(41) = 1
persistent = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = enemynear,anim = 9123699
flag = noautoturn
flag2 = nobardisplay

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------
;[Statedef -3]

