; Tessa/Tabasa's Constants and state file.

[Data]
life = 1000			;Amount of life to start with
power = 3000		;Amount of maximum power
attack = 100		;attack power (more is stronger)
defence = 100		;defensive power (more is stronger)
fall.defence_up = 50	;Percentage to increase defense everytime player is knocked down
liedown.time = 60		;Time which player lies down for, before getting up
airjuggle = 17		;Number of points for juggling
sparkno = 2			;Default hit spark number for HitDefs
guard.sparkno = 40	;Default guard spark number
KO.echo = 0			;1 to enable echo on KO
volume = 0			;Volume offset (negative for softer)
IntPersistIndex = 60	;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
  				;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  				;If omitted, then it defaults to 60 and 40 for integer and float
  				;variables repectively, meaning that none are persistent, i.e. all
  				;are reset. If you want your variables to persist between matches,
  				;you need to override state 5900 from common1.cns.

[Size]
xscale = 0.5			;Horizontal scaling factor.
yscale = 0.5		;Vertical scaling factor.
ground.back = 20		;Player width (back, ground)
ground.front = 25    ;Player width (front, ground)
air.back = 28        ;Player width (back, air)
air.front = 28       ;Player width (front, air)
height = 78			;Height of player (for opponent to jump over)
attack.dist = 140		;Default attack distance
proj.attack.dist = 60	;Default attack distance for projectiles
proj.doscale = 1		;Set to 1 to scale projectiles too
head.pos = -5, -78   ;Approximate position of head
mid.pos = -18, -55 		;Approximate position of midsection
shadowoffset = 0		;Number of pixels to vertically offset the shadow
draw.offset = 0,0		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.5		;Walk forward
walk.back = -2.5		;Walk backward
run.fwd  = 7, 0		;Run forward (x, y)
run.back = -6.5,-4.8	;Hop backward (x, y)
jump.neu = 0,-9.5		;Neutral jumping velocity (x, y)
jump.back = -2.9		;Jump back Speed (x, y)
jump.fwd = 2.9		;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1;Running jump speeds (opt)
runjump.fwd = 4,-8.1	;.
airjump.neu = 0,-8.3	;.
airjump.back = -2.50	;Air jump speeds (opt)
airjump.fwd = 2.50		;.

[Movement]
airjump.num = 0		;Number of air jumps allowed (opt)
airjump.height = 35	;Minimum distance from ground before you can air jump (opt)
yaccel = .45		;Vertical acceleration
stand.friction = .85	;Friction coefficient when standing
crouch.friction = .88	;Friction coefficient when crouching

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

;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0


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


;---------------------------------------------------------------------------
; Lose - Hat
[Statedef 171]
Physics = N
ctrl = 0
anim = 172
velset = 0,0
sprpriority = 5

[State 171, BindToParent]
type = BindToParent
trigger1 = time = 0
time = 24
facing = 1
pos = 0,0

[State 171, ChangeState]
type = ChangeState
trigger1 = Parent, animelem = 4
value = 172

[State 171, DestroySelf]
type = DestroySelf
trigger1 = Parent, anim != 170 || parent, movetype = H || parent, ctrl = 1


;---------------------------------------------------------------------------
; Lose - Hat Fall
[Statedef 172]
statetype = A
Physics = N
ctrl = 0
anim = 173
velset = 0,0
sprpriority = 5

[State 172, PosSet]
type = PosSet
trigger1 = time >= 0
y = 4


[State 172, ChangeState]
type = ChangeState
trigger1 = pos y >= -5
value = 173

[State 172, DestroySelf]
type = DestroySelf
trigger1 = Parent, anim != 170 || parent, movetype = H || parent, ctrl = 1



;---------------------------------------------------------------------------
; Lose - Hat on the Ground
[Statedef 173]
statetype = S
Physics = N
ctrl = 0
anim = 174
velset = 0,0
sprpriority = 5

[State 173, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 173, DestroySelf]
type = DestroySelf
trigger1 = Parent, anim != 170 || parent, movetype = H || parent, ctrl = 1



;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S



[state 180, anim]
type = changestate
;trigger1 = Var(1) = [0,125]
trigger1 = time = 0
trigger2 = anim != 0
value = 181

;[state 180, anim]
;type = changestate
;trigger1 = Var(1) = [126,250]
;trigger1 = time = 0
;trigger2 = anim != 0
;value = 182

;[state 180, anim]
;type = changestate
;trigger1 = Var(1) = [251,375]
;trigger1 = time = 0
;trigger2 = anim != 0
;value = 183

;[state 180, anim]
;type = changestate
;trigger1 = Var(1) = [376,500]
;trigger1 = time = 0
;trigger2 = anim != 0
;value = 184

[State 180, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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

;---------------------------------------------------------------------------
; Win pose 1
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 20
value = 180,0


[State 181, a]
type = AssertSpecial
trigger1 = time >= 0
trigger1 = time <=200
flag = RoundNotOver

[state 181, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

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

;---------------------------------------------------------------------------
; Win pose 2
; CNS difficulty: basic
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0
sprpriority = 6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 220,0


[State 182, a]
type = AssertSpecial
trigger1 = time >= 0
trigger1 = time <=180
flag = RoundNotOver

[state 182, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay


[State 0, Playsnd]
type = PlaySnd
trigger1 = animelem = 11
value = 182,0

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

;---------------------------------------------------------------------------
; Win pose 3
; CNS difficulty: basic
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0


[State 182, a]
type = AssertSpecial
trigger1 = time >= 0
trigger1 = time <=180
flag = RoundNotOver

[state 182, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 52, quote]
type = PlaySnd
trigger1 = animelem = 6
value = 180,0


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

;---------------------------------------------------------------------------
; Win pose 4
; CNS difficulty: basic
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0


[State 184, a]
type = AssertSpecial
trigger1 = time >= 0
trigger1 = time <=200
flag = RoundNotOver

[state 184, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

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



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

[State 192, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = time = 100
value = 191

[State 191, PlaySnd]
type = PlaySnd
trigger1 = time = 130
value = 190,0


[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] ;Change to stand state
type = ChangeState
trigger1 = anim = 191 && animtime = 0
value = 0


;---------------------------------------------------------------------------
; Introduction 2
; CNS difficulty: basic
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0
sprpriority = 3

;[State 191, 1] ;Freeze animation until PreIntro is over
;type = ChangeAnim
;trigger1 = RoundState = 0
;value = 191

[State 192, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 168
value = 170,0

[State 0, Taunt]
type = PlaySnd
trigger1 = time = 67
trigger2 = time = 69
trigger3 = time = 71
value = 180,0

[State 0, 0]
type = PlaySnd
trigger1 = time = 20
trigger2 = time = 22
Trigger3 = time = 24
value = 1400, 1
;ignorehitpause =
;persistent =


[State 192, Blade]
type = PlaySnd
trigger1 = animelem = 30
value = 220,0


[State 192, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 194




;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
Physics = S
ctrl = 0
anim = 195
velset = 0,0

[State 195, PowerAdd]
type = PowerAdd
trigger1 = time = 10
trigger2 = time = 25
trigger3 = time = 40
trigger4 = time = 50
value = 40



[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Standing Light Punch
[Statedef 200]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 2				;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 200				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 200, PosAdd]
type = PosAdd
triggerall = animelem = 2
triggerall = enemynear, backedgebodydist <= 10 && p2bodydist x <=60
trigger1 = p2movetype = H && p2statetype != L
x = -14


[State 200, SuperPause]
type = SuperPause
trigger1 = numhelper(300) = movecontact > 0
time = 3
anim = 300
sound = -1
pos = 0,0
darken = 0
p2defmul = 1


[State -1, Tri_Edge_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Edge_L"
value = 2000
ctrl = 0


[State -1, Tri_Edge_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Edge_M"
value = 2001
ctrl = 0


[State -1, Tri_Edge_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Edge_H"
value = 2002
ctrl = 0


[State -1, Tri_Blade_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Blade_L"
value = 3000
ctrl = 0


[State -1, Tri_Blade_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Blade_L"
value = 3000
ctrl = 0


[State -1, Tri_Blade_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Blade_M"
value = 3001
ctrl = 0


[State -1, Tri_Blade_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Blade_H"
value = 3002
ctrl = 0

[State -1, Hyper_Cannon_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Hyper_Cannon_L"
value = 6000
ctrl = 0


[State -1, Hyper_Cannon_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Hyper_Cannon_M"
value = 6001
ctrl = 0


[State -1, Hyper_Cannon_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Hyper_Cannon_H"
value = 6002
ctrl = 0



[State -1, Reverie_Sword_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Reverie_Sword_L"
value = 1200
ctrl = 0

[State -1, Reverie_Sword_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Reverie_Sword_M"
value = 1201
ctrl = 0

[State -1, Reverie_Sword_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Reverie_Sword_H"
value = 1202
ctrl = 0

[State -1, Jamming_Ghost_L]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Jamming_Ghost_L"
value = 1600
ctrl = 0

[State -1, Jamming_Ghost_M]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Jamming_Ghost_M"
value = 1601
ctrl = 0

[State -1, Jamming_Ghost_H]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Jamming_Ghost_H"
value = 1602
ctrl = 0


[State -1, Chakra_Wave_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Chakra_Wave_L"
value = 1000
ctrl = 0

[State -1, Chakra_Wave_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Chakra_Wave_M"
value = 1001
ctrl = 0

[State -1, Chakra_Wave_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Chakra_Wave_H"
value = 1002
ctrl = 0


[State -1, Electron_Cannon_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Electron_Cannon_L"
value = 1400
ctrl = 0

[State -1, Electron_Cannon_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Electron_Cannon_M"
value = 1401
ctrl = 0

[State -1, Electron_Cannon_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Electron_Cannon_H"
value = 1402
ctrl = 0

[State -1, Flamma_Cannon_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Flamma_Cannon_L"
value = 1500
ctrl = 0

[State -1, Flamma_Cannon_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Flamma_Cannon_M"
value = 1501
ctrl = 0

[State -1, Flamma_Cannon_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Flamma_Cannon_H"
value = 1502
ctrl = 0

[State -1, Glace_Cannon_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Glace_Cannon_L"
value = 1300
ctrl = 0

[State -1, Glace_Cannon_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Glace_Cannon_M"
value = 1301
ctrl = 0

[State -1, Glace_Cannon_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Glace_Cannon_H"
value = 1302
ctrl = 0

[State -1, Dragon's_Roar_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Dragon's_Roar_L"
value = 1700
ctrl = 0

[State -1, Dragon's_Roar_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Dragon's_Roar_M"
value = 1701
ctrl = 0

[State -1, Dragon's_Roar_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Dragon's_Roar_H"
value = 1702
ctrl = 0




[State 200, Link 201]
type = ChangeState
triggerall = time >= 11
trigger1 = command = "x" && command != "holddown"
value = 201

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch - Followup
[Statedef 201]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 2				;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 201				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)


[State 201, PosAdd]
type = PosAdd
triggerall = animelem = 2
triggerall = enemynear, backedgebodydist <= 10 && p2bodydist x <=60
trigger1 = p2movetype = H && p2statetype != L
x = -14

[State 201, SuperPause]
type = SuperPause
trigger1 = numhelper(300) = movecontact > 0
time = 3
anim = 300
sound = -1
pos = 0,0
darken = 0
p2defmul = 1



[State -1, Tri_Edge_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Edge_L"
value = 2000
ctrl = 0


[State -1, Tri_Edge_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Edge_M"
value = 2001
ctrl = 0


[State -1, Tri_Edge_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Edge_H"
value = 2002
ctrl = 0


[State -1, Tri_Blade_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Blade_L"
value = 3000
ctrl = 0


[State -1, Tri_Blade_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Blade_L"
value = 3000
ctrl = 0


[State -1, Tri_Blade_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Blade_M"
value = 3001
ctrl = 0


[State -1, Tri_Blade_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Blade_H"
value = 3002
ctrl = 0

[State -1, Hyper_Cannon_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Hyper_Cannon_L"
value = 6000
ctrl = 0


[State -1, Hyper_Cannon_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Hyper_Cannon_M"
value = 6001
ctrl = 0


[State -1, Hyper_Cannon_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Hyper_Cannon_H"
value = 6002
ctrl = 0

[State -1, Reverie_Sword_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Reverie_Sword_L"
value = 1200
ctrl = 0

[State -1, Reverie_Sword_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Reverie_Sword_M"
value = 1201
ctrl = 0

[State -1, Reverie_Sword_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Reverie_Sword_H"
value = 1202
ctrl = 0

[State -1, Jamming_Ghost_L]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Jamming_Ghost_L"
value = 1600
ctrl = 0

[State -1, Jamming_Ghost_M]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Jamming_Ghost_M"
value = 1601
ctrl = 0

[State -1, Jamming_Ghost_H]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Jamming_Ghost_H"
value = 1602
ctrl = 0


[State -1, Chakra_Wave_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Chakra_Wave_L"
value = 1000
ctrl = 0

[State -1, Chakra_Wave_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Chakra_Wave_M"
value = 1001
ctrl = 0

[State -1, Chakra_Wave_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Chakra_Wave_H"
value = 1002
ctrl = 0


[State -1, Electron_Cannon_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Electron_Cannon_L"
value = 1400
ctrl = 0

[State -1, Electron_Cannon_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Electron_Cannon_M"
value = 1401
ctrl = 0

[State -1, Electron_Cannon_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Electron_Cannon_H"
value = 1402
ctrl = 0

[State -1, Flamma_Cannon_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Flamma_Cannon_L"
value = 1500
ctrl = 0

[State -1, Flamma_Cannon_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Flamma_Cannon_M"
value = 1501
ctrl = 0

[State -1, Flamma_Cannon_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Flamma_Cannon_H"
value = 1502
ctrl = 0

[State -1, Glace_Cannon_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Glace_Cannon_L"
value = 1300
ctrl = 0

[State -1, Glace_Cannon_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Glace_Cannon_M"
value = 1301
ctrl = 0

[State -1, Glace_Cannon_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Glace_Cannon_H"
value = 1302
ctrl = 0


[State -1, Dragon's_Roar_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Dragon's_Roar_L"
value = 1700
ctrl = 0

[State -1, Dragon's_Roar_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Dragon's_Roar_M"
value = 1701
ctrl = 0

[State -1, Dragon's_Roar_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Dragon's_Roar_H"
value = 1702


[State 201, Link 200]
type = ChangeState
triggerall = time >= 11
trigger1 = command = "x" && command != "holddown"
value = 200

[State 201, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; Standing Medium Punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210


[State 210, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 200,0


[State 210, PosAdd]
type = PosAdd
triggerall = enemynear, backedgebodydist <= 10 && p2bodydist x <=100
trigger1 = p2movetype = H && p2statetype != L
trigger1 = (time > 20) && (time <= 26)
x = -6


[State 210, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "Ice_Flask"
ID = 500
stateno = 500
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.44
size.yscale = 0.5


[State 210, SuperPause]
type = SuperPause
trigger1 = numhelper(500) = movecontact > 0
time = 6
anim = 300
sound = -1
pos = 0,0
darken = 0
p2defmul = 1


[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 211
ctrl = 0

;---------------------------------------------------------------------------
; Standing Punch - Recover
[Statedef 211]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 211

[State 211, CtrlSet]
type = CtrlSet
trigger1 = time = 3
value = 1

[State 211, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Punch
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 220


[State 220, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "Ice_Flask"
ID = 500
stateno = 500
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.5
size.yscale = 0.55


[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 221
ctrl = 1

;---------------------------------------------------------------------------
; Standing Heavy Punch - Hold
[Statedef 221]
type    = S
movetype= A
physics = S
velset = 0,0;-13, -4
anim = 221
ctrl = 0


[State 221, Up]
type = ChangeState
triggerall = var(10) = 0
triggerall = anim = 221;
trigger1 = Time > 0 && Time <= 15
value = 222
ctrl = 1


[State 221, Straight]
type = Changestate; ChangeAnim
triggerall = var(10) = 0
triggerall = anim = 221; && animelem = 1
trigger1 = Time > 15 && Time <= 25 ;,39]
value = 223
ctrl = 1

[State 221, Downward]
type = Changestate
triggerall = var(10) = 0
triggerall = anim = 221
trigger1 = Time > 25 && time < 40 ;,39]
value = 224
ctrl = 1

[State 221, Cancel]
type = ChangeState
triggerall = var(10) = 1
trigger1 = numhelper(500) = movecontact > 0 && time = 0
value = 211
ctrl = 1


[State 221, Nothing]
type = ChangeState
trigger1 = Time = 45
value = 211
ctrl = 1

;---------------------------------------------------------------------------
; Standing Heavy Punch - Up
[Statedef 222]
type    = S
movetype= A
physics = S
anim = 222
velset = 0,0
ctrl = 0

[State 222, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 200,0


[State 222, SuperPause]
type = SuperPause
trigger1 = numhelper(500) = movecontact > 0
time = 9
anim = 300
sound = -1
pos = 0,0
darken = 0
p2defmul = 1

[State 220, 5]
type = ChangeState
trigger1 = time = 36
value = 211
ctrl = 0

;---------------------------------------------------------------------------
; Standing Heavy Punch - Straight
[Statedef 223]
type    = S
movetype= A
physics = S
anim = 223
velset = 0,0
ctrl = 0

[State 223, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 200,0


[State 223, SuperPause]
type = SuperPause
trigger1 = numhelper(500) = movecontact > 0
time = 9
anim = 300
sound = -1
pos = 0,0
darken = 0
p2defmul = 1


[State 223, 5]
type = ChangeState
trigger1 = time = 36 ; Vel Y > 0 &&
value = 211
ctrl = 0

;---------------------------------------------------------------------------
; Standing Heavy Punch - Downward
[Statedef 224]
type    = S
movetype= A
physics = S
anim = 224
velset = 0,0
ctrl = 0

[State 224, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 200,0


[State 224, SuperPause]
type = SuperPause
trigger1 = numhelper(500) = movecontact > 0
time = 9
anim = 300
sound = -1
pos = 0,0
darken = 0
p2defmul = 1

[State 224, 5]
type = ChangeState
trigger1 = time = 36 ; Vel Y > 0 &&
value = 211
ctrl = 0

;---------------------------------------------------------------------------
; Standing Light Kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 22
ctrl = 0
velset = 0,0
anim = 230

[State 230, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 1

[State 230, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175

[State 0, PlaySnd]
type = PlaySnd
trigger1 = facing = 1 && time = 0
value = 230,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = facing != 1 && time = 0
value = 230,0


[State 0, Helper]
type = Helper
trigger1 = Time = 3
helpertype = normal ;player
name = "Cats_Standing"
ID = 230
stateno = 235
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.45
size.yscale = 0.55

[State 235, 1]
type = HitDef
triggerall = var(9) = 0
trigger1 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 25, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 6			;Time attacker pauses, time opponent shakes
sparkno = -1;s9101				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -20, -30		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 30			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5,-3		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = -5
guard.cornerpush.veloff = -8
air.cornerpush.veloff = -5
airguard.cornerpush.veloff = -8
envshake.time = 3
envshake.ampl = 2

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 235, 1]
type = HitDef
triggerall = var(9) = 1
trigger1 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 35, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 5			;Time attacker pauses, time opponent shakes
sparkno = -1;s9101				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -20, -30		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 30			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15		;Time that the opponent slides back
ground.hittime  = 15		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5,-4		;X-velocity at which opponent is pushed,
air.hittime = 15			;Time before opponent regains control in air
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 235, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175
trigger1 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 12			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -20, -30		;X-offset for the "hit spark" rel. to p2,
hitsound = s150, 10			;Sound to play on hit
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 8		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)


[State -1, Tri_Edge_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Edge_L"
value = 2000
ctrl = 0


[State -1, Tri_Edge_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Edge_M"
value = 2001
ctrl = 0


[State -1, Tri_Edge_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Edge_H"
value = 2002
ctrl = 0


[State -1, Tri_Blade_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Blade_L"
value = 3000
ctrl = 0


[State -1, Tri_Blade_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Blade_M"
value = 3001
ctrl = 0


[State -1, Tri_Blade_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Blade_H"
value = 3002
ctrl = 0

[State -1, Hyper_Cannon_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Hyper_Cannon_L"
value = 6000
ctrl = 0


[State -1, Hyper_Cannon_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Hyper_Cannon_M"
value = 6001
ctrl = 0


[State -1, Hyper_Cannon_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Hyper_Cannon_H"
value = 6002
ctrl = 0

[State -1, Reverie_Sword_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Reverie_Sword_L"
value = 1200
ctrl = 0

[State -1, Reverie_Sword_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Reverie_Sword_M"
value = 1201
ctrl = 0

[State -1, Reverie_Sword_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Reverie_Sword_H"
value = 1202
ctrl = 0

[State -1, Jamming_Ghost_L]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = movecontact > 0
trigger1 = command = "Jamming_Ghost_L"
value = 1600
ctrl = 0

[State -1, Jamming_Ghost_M]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = movecontact > 0
trigger1 = command = "Jamming_Ghost_M"
value = 1601
ctrl = 0

[State -1, Jamming_Ghost_H]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = movecontact > 0
trigger1 = command = "Jamming_Ghost_H"
value = 1602
ctrl = 0



[State -1, Chakra_Wave_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Chakra_Wave_L"
value = 1000
ctrl = 0

[State -1, Chakra_Wave_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Chakra_Wave_M"
value = 1001
ctrl = 0

[State -1, Chakra_Wave_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Chakra_Wave_H"
value = 1002
ctrl = 0


[State -1, Electron_Cannon_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Electron_Cannon_L"
value = 1400
ctrl = 0

[State -1, Electron_Cannon_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Electron_Cannon_M"
value = 1401
ctrl = 0

[State -1, Electron_Cannon_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Electron_Cannon_H"
value = 1402
ctrl = 0

[State -1, Flamma_Cannon_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Flamma_Cannon_L"
value = 1500
ctrl = 0

[State -1, Flamma_Cannon_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Flamma_Cannon_M"
value = 1501
ctrl = 0

[State -1, Flamma_Cannon_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Flamma_Cannon_H"
value = 1502
ctrl = 0

[State -1, Glace_Cannon_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Glace_Cannon_L"
value = 1300
ctrl = 0

[State -1, Glace_Cannon_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Glace_Cannon_M"
value = 1301
ctrl = 0

[State -1, Glace_Cannon_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Glace_Cannon_H"
value = 1302
ctrl = 0


[State -1, Dragon's_Roar_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Dragon's_Roar_L"
value = 1700
ctrl = 0

[State -1, Dragon's_Roar_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Dragon's_Roar_M"
value = 1701
ctrl = 0

[State -1, Dragon's_Roar_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Dragon's_Roar_H"
value = 1702
ctrl = 0



[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 231
ctrl = 0

;---------------------------------------------------------------------------
; Standing Light Kick - Recover
[Statedef 231]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 231

[State 230, 5]
type = ChangeState
trigger1 = Time >= 5
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 65
ctrl = 0
velset = 0,0
anim = 240

[State 240, VarAdd]
type = VarAdd
trigger1 = var(20) < 165 && moveguarded
v = 20    ;fv =
value = 1

[State 240, VarAdd]
type = VarAdd
trigger1 = var(20) >= 165 && movehit
v = 20    ;fv =
value = -165


[State 0, Helper]
type = Helper
trigger1 = time = 3
helpertype = normal ;player
name = "Cats_Multikicks"
ID = 240
stateno = 245
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.45
size.yscale = 0.55

[State 0, PlaySnd]
type = PlaySnd
trigger1 = facing = 1 && time = 0
value = 230,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = facing != 1 && time = 0
value = 230,0


[State 245, 1]
type = HitDef
triggerall = var(9) = 0
trigger1 = animelem = 3
trigger2 = animelem = 5
attr = S, NA			;Attribute: Standing, Normal Attack
damage = ifelse((hitcount >= 1),15,30)			;Damage that move inflicts, guard damage
animtype = medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 6, 7			;Time attacker pauses, time opponent shakes
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -25, -30		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 30			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15		;Time that the opponent slides back
ground.hittime  = 16		;Time opponent is in hit state
ground.velocity = -7		;Velocity at which opponent is pushed
airguard.velocity = -4,-4	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5,-3		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = -7
guard.cornerpush.veloff = -10
air.cornerpush.veloff = -7
airguard.cornerpush.veloff = -10
envshake.time = 3
envshake.ampl = 2

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9102
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 245, 1]
type = HitDef
triggerall = var(9) = 1
trigger1 = animelem = 3
trigger2 = animelem = 5
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 40			;Damage that move inflicts, guard damage
animtype = medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 6, 7			;Time attacker pauses, time opponent shakes
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -25, -30		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 30			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 20		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -7		;Velocity at which opponent is pushed
airguard.velocity = -4,-4	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5,-3		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9102
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 245, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 165 && animelem = 3
trigger2 = var(20) >= 165 && animelem = 5
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 10, 0			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -25, -30		;X-offset for the "hit spark" rel. to p2,
hitsound = s150, 10			;Sound to play on hit
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 16		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = -7
guard.cornerpush.veloff = -7
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State -1, Tri_Edge_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Edge_L"
value = 2000
ctrl = 0


[State -1, Tri_Edge_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Edge_M"
value = 2001
ctrl = 0


[State -1, Tri_Edge_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Edge_H"
value = 2002
ctrl = 0


[State -1, Tri_Blade_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Blade_L"
value = 3000
ctrl = 0


[State -1, Tri_Blade_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Blade_M"
value = 3001
ctrl = 0


[State -1, Tri_Blade_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Blade_H"
value = 3002
ctrl = 0

[State -1, Hyper_Cannon_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Hyper_Cannon_L"
value = 6000
ctrl = 0


[State -1, Hyper_Cannon_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Hyper_Cannon_M"
value = 6001
ctrl = 0


[State -1, Hyper_Cannon_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Hyper_Cannon_H"
value = 6002
ctrl = 0


[State -1, Reverie_Sword_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Reverie_Sword_L"
value = 1200
ctrl = 0

[State -1, Reverie_Sword_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Reverie_Sword_M"
value = 1201
ctrl = 0

[State -1, Reverie_Sword_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Reverie_Sword_H"
value = 1202
ctrl = 0


[State -1, Jamming_Ghost_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Jamming_Ghost_L"
value = 1600
ctrl = 0

[State -1, Jamming_Ghost_M]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = movecontact > 0
trigger1 = command = "Jamming_Ghost_M"
value = 1601
ctrl = 0

[State -1, Jamming_Ghost_H]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = movecontact > 0
trigger1 = command = "Jamming_Ghost_H"
value = 1602
ctrl = 0



[State -1, Chakra_Wave_L]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = movecontact > 0
trigger1 = command = "Chakra_Wave_L"
value = 1000
ctrl = 0

[State -1, Chakra_Wave_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Chakra_Wave_M"
value = 1001
ctrl = 0

[State -1, Chakra_Wave_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Chakra_Wave_H"
value = 1002
ctrl = 0


[State -1, Electron_Cannon_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Electron_Cannon_L"
value = 1400
ctrl = 0

[State -1, Electron_Cannon_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Electron_Cannon_M"
value = 1401
ctrl = 0

[State -1, Electron_Cannon_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Electron_Cannon_H"
value = 1402
ctrl = 0

[State -1, Flamma_Cannon_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Flamma_Cannon_L"
value = 1500
ctrl = 0

[State -1, Flamma_Cannon_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Flamma_Cannon_M"
value = 1501
ctrl = 0

[State -1, Flamma_Cannon_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Flamma_Cannon_H"
value = 1502
ctrl = 0

[State -1, Glace_Cannon_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Glace_Cannon_L"
value = 1300
ctrl = 0

[State -1, Glace_Cannon_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Glace_Cannon_M"
value = 1301
ctrl = 0

[State -1, Glace_Cannon_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Glace_Cannon_H"
value = 1302
ctrl = 0


[State -1, Dragon's_Roar_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Dragon's_Roar_L"
value = 1700
ctrl = 0

[State -1, Dragon's_Roar_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Dragon's_Roar_M"
value = 1701
ctrl = 0

[State -1, Dragon's_Roar_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Dragon's_Roar_H"
value = 1702
ctrl = 0

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 231
ctrl = 0

;---------------------------------------------------------------------------
; Standing Strong Kick
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 250

[State 0, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal ;player
name = "Pigeon"
stateno = 255
pos = -30,-80
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 250, Up]
type = ChangeState
triggerall = var(11) = 0
triggerall = anim = 250;
trigger1 = Time > 0 && time <= 35
value = 251
ctrl = 1


[State 250, Up]
type = ChangeState
triggerall = var(11) = 0
triggerall = anim = 250;
trigger1 = Time > 35 && time <= 70
value = 252
ctrl = 1

[State 250, Up]
type = ChangeState
triggerall = var(11) = 0
triggerall = anim = 250;
trigger1 = Time > 70
value = 253
ctrl = 1


;---------------------------------------------------------------------------
; Standing Strong Kick - Attack
[Statedef 251]
type    = S
physics = S
movetype = A
poweradd= 0
ctrl = 0
anim = 251

[State 0, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal ;player
name = "Pigeon"
ID = 291
stateno = 256
pos = -10,-50
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

;size.xscale = 1.3
;size.yscale = 1.3


[State 255, 5]
type = ChangeState
trigger1 = animtime = 0
value = 254
ctrl = 0

;---------------------------------------------------------------------------
; Standing Strong Kick - Attack
[Statedef 252]
type    = S
physics = S
movetype = A
poweradd= 0
ctrl = 0
anim = 251

[State 0, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal ;player
name = "Pigeon"
ID = 291
stateno = 257
pos = -10,-50
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

;size.xscale = 1.3
;size.yscale = 1.3


[State 255, 5]
type = ChangeState
trigger1 = animtime = 0
value = 254
ctrl = 0

;---------------------------------------------------------------------------
; Standing Strong Kick - Attack
[Statedef 253]
type    = S
physics = S
movetype = A
poweradd= 0
ctrl = 0
anim = 251

[State 0, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal ;player
name = "Pigeon"
ID = 291
stateno = 258
pos = -10,-50
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

;size.xscale = 1.3
;size.yscale = 1.3


[State 255, 5]
type = ChangeState
trigger1 = animtime = 0
value = 254
ctrl = 0

;---------------------------------------------------------------------------
; Standing Strong Kick - Recover
[Statedef 254]
type    = S
physics = S
poweradd= 0
velset = 0,0
ctrl = 0
anim = 252


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



;---------------------------------------------------------------------------
; Crouching Light Punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 400


[State 400, PosAdd]
type = PosAdd
triggerall = animelem = 2
triggerall = enemynear, backedgebodydist <= 10 && p2bodydist x <=60
trigger1 = p2movetype = H && p2statetype != L
x = -14

[State 400, SuperPause]
type = SuperPause
trigger1 = numhelper(300) = movecontact > 0
time = 3
anim = 300
sound = -1
pos = 0,0
darken = 0
p2defmul = 1




[State -1, Tri_Edge_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Edge_L"
value = 2000
ctrl = 0


[State -1, Tri_Edge_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Edge_M"
value = 2001
ctrl = 0


[State -1, Tri_Edge_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Edge_H"
value = 2002
ctrl = 0

[State -1, Tri_Blade_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Blade_L"
value = 3000
ctrl = 0


[State -1, Tri_Blade_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Blade_M"
value = 3001
ctrl = 0


[State -1, Tri_Blade_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Blade_H"
value = 3002
ctrl = 0

[State -1, Hyper_Cannon_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Hyper_Cannon_L"
value = 6000
ctrl = 0


[State -1, Hyper_Cannon_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Hyper_Cannon_M"
value = 6001
ctrl = 0


[State -1, Hyper_Cannon_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Hyper_Cannon_H"
value = 6002
ctrl = 0

[State -1, Reverie_Sword_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Reverie_Sword_L"
value = 1200
ctrl = 0

[State -1, Reverie_Sword_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Reverie_Sword_M"
value = 1201
ctrl = 0

[State -1, Glace_Cannon_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Glace_Cannon_H"
value = 1302
ctrl = 0

[State -1, Jamming_Ghost_L]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Jamming_Ghost_L"
value = 1600
ctrl = 0

[State -1, Jamming_Ghost_M]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Jamming_Ghost_M"
value = 1601
ctrl = 0

[State -1, Jamming_Ghost_H]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Jamming_Ghost_H"
value = 1602
ctrl = 0



[State -1, Chakra_Wave_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Chakra_Wave_L"
value = 1000
ctrl = 0

[State -1, Chakra_Wave_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Chakra_Wave_M"
value = 1001
ctrl = 0

[State -1, Chakra_Wave_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Chakra_Wave_H"
value = 1002
ctrl = 0


[State -1, Electron_Cannon_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Electron_Cannon_L"
value = 1400
ctrl = 0

[State -1, Electron_Cannon_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Electron_Cannon_M"
value = 1401
ctrl = 0

[State -1, Electron_Cannon_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Electron_Cannon_H"
value = 1402
ctrl = 0

[State -1, Flamma_Cannon_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Flamma_Cannon_L"
value = 1500
ctrl = 0

[State -1, Flamma_Cannon_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Flamma_Cannon_M"
value = 1501
ctrl = 0

[State -1, Flamma_Cannon_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Flamma_Cannon_H"
value = 1502
ctrl = 0

[State -1, Reverie_Sword_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Reverie_Sword_H"
value = 1202
ctrl = 0

[State -1, Glace_Cannon_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Glace_Cannon_L"
value = 1300
ctrl = 0

[State -1, Glace_Cannon_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Glace_Cannon_M"
value = 1301
ctrl = 0


[State -1, Dragon's_Roar_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Dragon's_Roar_L"
value = 1700
ctrl = 0

[State -1, Dragon's_Roar_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Dragon's_Roar_M"
value = 1701
ctrl = 0

[State -1, Dragon's_Roar_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Dragon's_Roar_H"
value = 1702

[State 400, Link 401]
type = ChangeState
triggerall = time >= 10
trigger1 = command = "x" && command = "holddown"
value = 401


[State 400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; Crouching Light Punch - Followup
[Statedef 401]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 401


[State 401, PosAdd]
type = PosAdd
triggerall = animelem = 2
triggerall = enemynear, backedgebodydist <= 10 && p2bodydist x <=60
trigger1 = p2movetype = H && p2statetype != L
x = -14


[State 401, SuperPause]
type = SuperPause
trigger1 = numhelper(300) = movecontact > 0
time = 3
anim = 300
sound = -1
pos = 0,0
darken = 0
p2defmul = 1


[State -1, Tri_Edge_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Edge_M"
value = 2001
ctrl = 0


[State -1, Tri_Edge_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Edge_H"
value = 2002
ctrl = 0

[State -1, Tri_Blade_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Blade_L"
value = 3000
ctrl = 0


[State -1, Tri_Blade_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Blade_L"
value = 3000
ctrl = 0


[State -1, Tri_Blade_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Blade_M"
value = 3001
ctrl = 0


[State -1, Tri_Blade_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Tri_Blade_H"
value = 3002
ctrl = 0

[State -1, Hyper_Cannon_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Hyper_Cannon_L"
value = 6000
ctrl = 0


[State -1, Hyper_Cannon_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Hyper_Cannon_M"
value = 6001
ctrl = 0


[State -1, Hyper_Cannon_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = Command = "Hyper_Cannon_H"
value = 6002
ctrl = 0

[State -1, Reverie_Sword_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Reverie_Sword_L"
value = 1200
ctrl = 0

[State -1, Reverie_Sword_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Reverie_Sword_M"
value = 1201
ctrl = 0

[State -1, Reverie_Sword_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Reverie_Sword_H"
value = 1202
ctrl = 0


[State -1, Jamming_Ghost_L]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Jamming_Ghost_L"
value = 1600
ctrl = 0

[State -1, Jamming_Ghost_M]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Jamming_Ghost_M"
value = 1601
ctrl = 0

[State -1, Jamming_Ghost_H]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Jamming_Ghost_H"
value = 1602
ctrl = 0



[State -1, Chakra_Wave_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Chakra_Wave_L"
value = 1000
ctrl = 0

[State -1, Chakra_Wave_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Chakra_Wave_M"
value = 1001
ctrl = 0

[State -1, Chakra_Wave_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Chakra_Wave_H"
value = 1002
ctrl = 0


[State -1, Electron_Cannon_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Electron_Cannon_L"
value = 1400
ctrl = 0

[State -1, Electron_Cannon_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Electron_Cannon_M"
value = 1401
ctrl = 0

[State -1, Electron_Cannon_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Electron_Cannon_H"
value = 1402
ctrl = 0

[State -1, Flamma_Cannon_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Flamma_Cannon_L"
value = 1500
ctrl = 0

[State -1, Flamma_Cannon_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Flamma_Cannon_M"
value = 1501
ctrl = 0

[State -1, Flamma_Cannon_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Flamma_Cannon_H"
value = 1502
ctrl = 0
[State -1, Glace_Cannon_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Glace_Cannon_L"
value = 1300
ctrl = 0

[State -1, Glace_Cannon_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Glace_Cannon_M"
value = 1301
ctrl = 0

[State -1, Glace_Cannon_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Glace_Cannon_H"
value = 1302
ctrl = 0

[State -1, Dragon's_Roar_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Dragon's_Roar_L"
value = 1700
ctrl = 0

[State -1, Dragon's_Roar_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Dragon's_Roar_M"
value = 1701
ctrl = 0

[State -1, Dragon's_Roar_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Dragon's_Roar_H"
value = 1702


[State 400, Link 400]
type = ChangeState
triggerall = time >= 10
trigger1 = command = "x" && command = "holddown"
value = 400


[State 401, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 410

[State 410, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 200,0


[State 410, PosAdd]
type = PosAdd
triggerall = enemynear, backedgebodydist <= 10 && p2bodydist x <=60
trigger1 = p2movetype = H && p2statetype != L
trigger1 = (time > 15) && (time <= 25)
x = -6


[State 410, Helper]
type = Helper
trigger1 = time = 6
helpertype = normal ;player
name = "Ice_Flask2"
ID = 510
stateno = 510
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.44
size.yscale = 0.55


;[State 0, Helper]
;type = Helper
;trigger1 = time = 8
;helpertype = normal ;player
;name = "Angle_Up"
;ID = 511
;stateno = 511
;pos = 20,0
;postype = p1    ;p2,front,back,left,right
;facing = 1
;ownpal = 0
;size.xscale = 0.87333333333333;1.1
;size.yscale = 1.0714285714285;1.1

[State 410, SuperPause]
type = SuperPause
Triggerall = time >= 6
trigger1 = numhelper(510) = movecontact > 0
time = 6
anim = 300
sound = -1
pos = 0,0
darken = 0
p2defmul = 1

[State 410, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 411
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Punch - Recover
[Statedef 411]
type    = C
movetype= A
physics = C
juggle  = 6
ctrl = 0
anim = 411

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 3
value = 1


[State 411, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 420



[State 0, Helper]
type = Helper
trigger1 = time = 6
helpertype = normal ;player
name = "Ice_Flask3"
ID = 512
stateno = 512
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.5
size.yscale = 0.55


[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 421
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Strong Punch - Hold
[Statedef 421]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 421


[State 421, Break]
type = ChangeState
triggerall = var(10) = 0
triggerall = anim = 421;
trigger1 = Time > 0 && Time <= 142
value = 422
ctrl = 1


[State 421, Cancel]
type = ChangeState
triggerall = var(10) = 1
trigger1 = numhelper = movecontact > 0 && time = 0;< 140 || numhelper(512) = stateno = 507
value = 411
ctrl = 1

[State 421, 5]
type = ChangeState
trigger1 = Time = 140
value = 411
ctrl = 1


;---------------------------------------------------------------------------
; Crouching Heavy Punch - Attack
[Statedef 422]
type    = C
movetype= A
physics = C
anim = 422
velset = 0,0
ctrl = 0

[State 422, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 200,0

[State 422, SuperPause]
type = SuperPause
triggerall = numhelper(512) > 0
trigger1 = numhelper(512) = movecontact > 0
time = 9
anim = 300
sound = -1
pos = 0,0
darken = 0
p2defmul = 1


[State 422, 5]
type = ChangeState
trigger1 = time = 36
value = 411
ctrl = 0


;---------------------------------------------------------------------------
; Crouching Light Kick
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 22
ctrl = 0
anim = 430

[State 430, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 1

[State 430, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175

[State 0, PlaySnd]
type = PlaySnd
trigger1 = facing = 1 && time = 0
value = 230,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = facing != 1 && time = 0
value = 230,0

[State 0, Helper]
type = Helper
trigger1 = Time = 3
helpertype = normal ;player
name = "Cats_Rolling"
ID = 430
stateno = 435
pos = 90 ,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.44
size.yscale = 0.5

[State 430, 1]
type = HitDef
triggerall = var(9) = 0
trigger1 = animelem = 3
attr = C, NA			;Attribute: Standing, Normal Attack
damage = 25			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L			;Flags on how move is to be guarded against
hitflag = MAF
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 7			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = -1;s9101				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -30, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 30			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5,-3		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = -5
guard.cornerpush.veloff = -7
air.cornerpush.veloff = -5
airguard.cornerpush.veloff = -7
envshake.time = 4
envshake.ampl = 3

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 430, 1]
type = HitDef
triggerall = var(9) = 1
trigger1 = animelem = 3
attr = C, NA			;Attribute: Standing, Normal Attack
damage = 35			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L			;Flags on how move is to be guarded against
hitflag = MAF
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 6			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = -1;s9101				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -30, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 30			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15		;Time that the opponent slides back
ground.hittime  = 15		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-3		;X-velocity at which opponent is pushed,
air.hittime = 15			;Time before opponent regains control in air
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 430, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175
trigger1 = animelem = 3
attr = C, NA			;Attribute: Standing, Normal Attack
damage = 12, 0			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -30, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s150, 10			;Sound to play on hit
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5,-3		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, SuperPause]
type = SuperPause
trigger1 = movecontact > 0
trigger1 = time = 0
time = 5
anim = 213
sound = -1
pos = 0,0
darken = 0


[State -1, Tri_Edge_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Edge_L"
value = 2000
ctrl = 0


[State -1, Tri_Edge_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Edge_M"
value = 2001
ctrl = 0


[State -1, Tri_Edge_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Edge_H"
value = 2002
ctrl = 0


[State -1, Tri_Blade_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Blade_L"
value = 3000
ctrl = 0


[State -1, Tri_Blade_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Blade_M"
value = 3001
ctrl = 0


[State -1, Tri_Blade_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Blade_H"
value = 3002
ctrl = 0

[State -1, Hyper_Cannon_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Hyper_Cannon_L"
value = 6000
ctrl = 0


[State -1, Hyper_Cannon_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Hyper_Cannon_M"
value = 6001
ctrl = 0


[State -1, Hyper_Cannon_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Hyper_Cannon_H"
value = 6002
ctrl = 0



[State -1, Reverie_Sword_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Reverie_Sword_L"
value = 1200
ctrl = 0

[State -1, Reverie_Sword_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Reverie_Sword_M"
value = 1201
ctrl = 0

[State -1, Reverie_Sword_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Reverie_Sword_H"
value = 1202
ctrl = 0

[State -1, Jamming_Ghost_L]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = movecontact > 0
trigger1 = command = "Jamming_Ghost_L"
value = 1600
ctrl = 0

[State -1, Jamming_Ghost_M]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = movecontact > 0
trigger1 = command = "Jamming_Ghost_M"
value = 1601
ctrl = 0

[State -1, Jamming_Ghost_H]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = movecontact > 0
trigger1 = command = "Jamming_Ghost_H"
value = 1602
ctrl = 0



[State -1, Chakra_Wave_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Chakra_Wave_L"
value = 1000
ctrl = 0

[State -1, Chakra_Wave_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Chakra_Wave_M"
value = 1001
ctrl = 0

[State -1, Chakra_Wave_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Chakra_Wave_H"
value = 1002
ctrl = 0


[State -1, Electron_Cannon_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Electron_Cannon_L"
value = 1400
ctrl = 0

[State -1, Electron_Cannon_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Electron_Cannon_M"
value = 1401
ctrl = 0

[State -1, Electron_Cannon_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Electron_Cannon_H"
value = 1402
ctrl = 0

[State -1, Flamma_Cannon_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Flamma_Cannon_L"
value = 1500
ctrl = 0

[State -1, Flamma_Cannon_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Flamma_Cannon_M"
value = 1501
ctrl = 0

[State -1, Flamma_Cannon_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Flamma_Cannon_H"
value = 1502
ctrl = 0

[State -1, Glace_Cannon_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Glace_Cannon_L"
value = 1300
ctrl = 0

[State -1, Glace_Cannon_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Glace_Cannon_M"
value = 1301
ctrl = 0

[State -1, Glace_Cannon_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Glace_Cannon_H"
value = 1302
ctrl = 0


[State -1, Dragon's_Roar_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Dragon's_Roar_L"
value = 1700
ctrl = 0

[State -1, Dragon's_Roar_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Dragon's_Roar_M"
value = 1701
ctrl = 0

[State -1, Dragon's_Roar_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Dragon's_Roar_H"
value = 1702
ctrl = 0


[State 430, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 431
ctrl = 0

;---------------------------------------------------------------------------
; Crouching Light Kick - Recover
[Statedef 431]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 22
ctrl = 0
anim = 431

[State 0, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal ;player
name = "Cats_Recover"
ID = 431
stateno = 436
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.44
size.yscale = 0.5

[State 430, CtrlSet]
type = CtrlSet
trigger1 = time >= 5
value = 1

[State 430, 5]
type = ChangeState
triggerall = prevstateno = 460
trigger1 = Time = 8
value = 11
ctrl = 1


[State 430, 5]
type = ChangeState
triggerall = prevstateno != 460
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; Crouching Medium Kick
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd= 22
ctrl = 0
anim = 440

[State 440, VarAdd]
type = VarAdd
trigger1 = var(20) < 165 && moveguarded
v = 20    ;fv =
value = 1

[State 440, VarAdd]
type = VarAdd
trigger1 = var(20) >= 165 && movehit
v = 20    ;fv =
value = -165

[State 0, PlaySnd]
type = PlaySnd
trigger1 = facing = 1 && time = 0
value = 230,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = facing != 1 && time = 0
value = 230,0

[State 440, 1]
type = HitDef
triggerall = var(9) = 0
trigger1 = animelem = 3
trigger2 = animelem = 6
attr = C, NA			;Attribute: Standing, Normal Attack
damage = ifelse((hitcount >= 1),15,35)			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 8			;Time attacker pauses, time opponent shakes
guard.pause = 15
sparkno = -1;s9102				;Spark anim no (Def: set above)
sparkxy = -35, -5		;X-offset for the "hit spark" rel. to p2,
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
hitsound = s200, 30			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16		;Time that the opponent slides back
ground.hittime  = 18		;Time opponent is in hit state
ground.velocity = -7		;Velocity at which opponent is pushed
airguard.velocity = -4,-4	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-5		;X-velocity at which opponent is pushed,
air.hittime = 18			;Time before opponent regains control in air
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -12
air.cornerpush.veloff = -8
airguard.cornerpush.veloff = -12
envshake.time = 5
envshake.ampl = 4

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9102
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 440, 1]
type = HitDef
triggerall = var(9) = 1
trigger1 = animelem = 3
trigger2 = animelem = 6
attr = C, NA			;Attribute: Standing, Normal Attack
damage = 45			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 6			;Time attacker pauses, time opponent shakes
guard.pause = 15
sparkno = -1;s9102				;Spark anim no (Def: set above)
sparkxy = -35, -5		;X-offset for the "hit spark" rel. to p2,
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
hitsound = s200, 30			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 22		;Time that the opponent slides back
ground.hittime  = 22		;Time opponent is in hit state
ground.velocity = -7		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -7,-5		;X-velocity at which opponent is pushed,
air.hittime = 22			;Time before opponent regains control in air
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -8
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9102
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 445, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 155 && animelem = 3
trigger2 = var(20) >= 155 && animelem = 6
attr = C, NA			;Attribute: Standing, Normal Attack
damage = 10, 0			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -35, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s150, 10			;Sound to play on hit
ground.type = low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, Helper]
type = Helper
trigger1 = Time = 3
helpertype = normal ;player
name = "Aru_Roll_Kick"
ID = 440
stateno = 445
pos = 90 ,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.44
size.yscale = 0.5

[State 0, SuperPause]
type = SuperPause
trigger1 = movecontact > 0
trigger1 = time = 0
time = 6
anim = 213
sound = -1
pos = 0,0
darken = 0


[State -1, Tri_Edge_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Edge_L"
value = 2000
ctrl = 0


[State -1, Tri_Edge_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Edge_M"
value = 2001
ctrl = 0


[State -1, Tri_Edge_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Edge_H"
value = 2002
ctrl = 0


[State -1, Tri_Blade_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Blade_L"
value = 3000
ctrl = 0


[State -1, Tri_Blade_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Blade_M"
value = 3001
ctrl = 0


[State -1, Tri_Blade_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Blade_H"
value = 3002
ctrl = 0


[State -1, Hyper_Cannon_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Hyper_Cannon_L"
value = 6000
ctrl = 0


[State -1, Hyper_Cannon_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Hyper_Cannon_M"
value = 6001
ctrl = 0


[State -1, Hyper_Cannon_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Hyper_Cannon_H"
value = 6002
ctrl = 0

[State -1, Reverie_Sword_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Reverie_Sword_L"
value = 1200
ctrl = 0

[State -1, Reverie_Sword_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Reverie_Sword_M"
value = 1201
ctrl = 0

[State -1, Reverie_Sword_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Reverie_Sword_H"
value = 1202
ctrl = 0

[State -1, Jamming_Ghost_L]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = movecontact > 0
trigger1 = command = "Jamming_Ghost_L"
value = 1600
ctrl = 0

[State -1, Jamming_Ghost_M]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = movecontact > 0
trigger1 = command = "Jamming_Ghost_M"
value = 1601
ctrl = 0

[State -1, Jamming_Ghost_H]
type = ChangeState
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
Triggerall = movecontact > 0
trigger1 = command = "Jamming_Ghost_H"
value = 1602
ctrl = 0



[State -1, Chakra_Wave_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Chakra_Wave_L"
value = 1000
ctrl = 0

[State -1, Chakra_Wave_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Chakra_Wave_M"
value = 1001
ctrl = 0

[State -1, Chakra_Wave_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Chakra_Wave_H"
value = 1002
ctrl = 0


[State -1, Electron_Cannon_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Electron_Cannon_L"
value = 1400
ctrl = 0

[State -1, Electron_Cannon_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Electron_Cannon_M"
value = 1401
ctrl = 0

[State -1, Electron_Cannon_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Electron_Cannon_H"
value = 1402
ctrl = 0

[State -1, Flamma_Cannon_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Flamma_Cannon_L"
value = 1500
ctrl = 0

[State -1, Flamma_Cannon_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Flamma_Cannon_M"
value = 1501
ctrl = 0

[State -1, Flamma_Cannon_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Flamma_Cannon_H"
value = 1502
ctrl = 0

[State -1, Glace_Cannon_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Glace_Cannon_L"
value = 1300
ctrl = 0

[State -1, Glace_Cannon_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Glace_Cannon_M"
value = 1301
ctrl = 0

[State -1, Glace_Cannon_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Glace_Cannon_H"
value = 1302
ctrl = 0


[State -1, Dragon's_Roar_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Dragon's_Roar_L"
value = 1700
ctrl = 0

[State -1, Dragon's_Roar_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Dragon's_Roar_M"
value = 1701
ctrl = 0

[State -1, Dragon's_Roar_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Dragon's_Roar_H"
value = 1702
ctrl = 0


[State 440, 5]
type = ChangeState
trigger1 = AnimTime = 0
value =431
ctrl = 0

;---------------------------------------------------------------------------
; Crouch Strong Kick
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 70
ctrl = 0
anim = 450

[State 450, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal ;player
name = "Pigeon"
stateno = 255
pos = -20,-60
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 450, Up]
type = ChangeState
triggerall = var(11) = 0
triggerall = anim = 450;
trigger1 = Time > 0 && time <= 35
value = 451
ctrl = 1

[State 450, Up]
type = ChangeState
triggerall = var(11) = 0
triggerall = anim = 450;
trigger1 = Time > 35 && time <= 70
value = 452
ctrl = 1

[State 450, Up]
type = ChangeState
triggerall = var(11) = 0
triggerall = anim = 450;
trigger1 = Time > 70
value = 453
ctrl = 1

;---------------------------------------------------------------------------
; Crouch Strong Kick - Attack
[Statedef 451]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 70
ctrl = 0
anim = 451

[State 0, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal ;player
name = "Pigeon"
ID = 291
stateno = 256
pos = -10,-20
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 451, Up]
type = ChangeState
trigger1 = animTime = 0
value = 411
ctrl = 0

;---------------------------------------------------------------------------
; Crouch Strong Kick - Attack
[Statedef 452]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 70
ctrl = 0
anim = 451

[State 0, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal ;player
name = "Pigeon"
ID = 291
stateno = 257
pos = -10,-20
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 451, Up]
type = ChangeState
trigger1 = animTime = 0
value = 411
ctrl = 0

;---------------------------------------------------------------------------
; Crouch Strong Kick - Attack
[Statedef 453]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 70
ctrl = 0
anim = 451

[State 0, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal ;player
name = "Pigeon"
ID = 291
stateno = 258
pos = -10,-20
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 451, Up]
type = ChangeState
trigger1 = animTime = 0
value = 411
ctrl = 0

;---------------------------------------------------------------------------
; Crouching High Kick
[Statedef 460]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 30
ctrl = 0
anim = 460

[State 460, VarAdd]
type = VarAdd
trigger1 = var(20) < 170 && moveguarded
v = 20    ;fv =
value = 1

[State 460, VarAdd]
type = VarAdd
trigger1 = var(20) >= 170 && movehit
v = 20    ;fv =
value = -170

[State 0, PlaySnd]
type = PlaySnd
trigger1 = facing = 1 && time = 0
value = 230,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = facing != 1 && time = 0
value = 230,0


[State 0, Helper]
type = Helper
trigger1 = Time = 3
helpertype = normal ;player
name = "Cat_High_Rolling"
ID = 460
stateno = 435
pos = 60 ,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.44
size.yscale = 0.5

[State 460, 1]
type = HitDef
trigger1 = var(9) = 0 && animelem = 3
attr = C, NA			;Attribute: Standing, Normal Attack
damage = 30, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 3, 7			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = -1;s9101				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -35, -80		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 30			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 14		;Time opponent is in hit state
ground.velocity = -10		;Velocity at which opponent is pushed
airguard.velocity = -2,-4	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5,ifelse((p2movetype = H),-1.5,-5)		;X-velocity at which opponent is pushed,
air.hittime = 14			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
envshake.time = 4
envshake.ampl = 3

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 460, 1]
type = HitDef
trigger1 = var(9) = 1 && animelem = 3
attr = C, NA			;Attribute: Standing, Normal Attack
damage = 40, 0			;Damage that move inflicts, guard damage
animtype = up			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 6, 10			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = -1;s9101				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -35, -80		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 30			;Sound to play on hit
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 16		;Time opponent is in hit state
ground.velocity = -1, -8		;Velocity at which opponent is pushed
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1,-8		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 20

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 460, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 170
trigger1 = animelem = 3
attr = C, NA			;Attribute: Standing, Normal Attack
damage = 15, 0			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -35, -80		;X-offset for the "hit spark" rel. to p2,
hitsound = s150, 10			;Sound to play on hit
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
palfx.time = 15
palfx.mul = 300,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State -1, Tri_Edge_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Edge_L"
value = 2000
ctrl = 0


[State -1, Tri_Edge_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Edge_M"
value = 2001
ctrl = 0


[State -1, Tri_Edge_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Edge_H"
value = 2002
ctrl = 0


[State -1, Tri_Blade_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Edge_L"
value = 4000
ctrl = 0


[State -1, Tri_Blade_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Edge_M"
value = 4001
ctrl = 0


[State -1, Tri_Blade_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = Command = "Tri_Edge_H"
value = 4002
ctrl = 0


[State -1, Reverie_Sword_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Reverie_Sword_L"
value = 1200
ctrl = 0

[State -1, Reverie_Sword_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Reverie_Sword_M"
value = 1201
ctrl = 0

[State -1, Reverie_Sword_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Reverie_Sword_H"
value = 1202
ctrl = 0

[State -1, Jamming_Ghost_L]
type = ChangeState
Triggerall = movecontact > 0
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
trigger1 = command = "Jamming_Ghost_L"
value = 1600
ctrl = 0

[State -1, Jamming_Ghost_M]
type = ChangeState
Triggerall = movecontact > 0
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
trigger1 = command = "Jamming_Ghost_M"
value = 1601
ctrl = 0

[State -1, Jamming_Ghost_H]
type = ChangeState
Triggerall = movecontact > 0
Triggerall = numhelper(1690) = 0 && numhelper(1605) = 0
trigger1 = command = "Jamming_Ghost_H"
value = 1602
ctrl = 0



[State -1, Chakra_Wave_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Chakra_Wave_L"
value = 1000
ctrl = 0

[State -1, Chakra_Wave_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Chakra_Wave_M"
value = 1001
ctrl = 0

[State -1, Chakra_Wave_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Chakra_Wave_H"
value = 1002
ctrl = 0


[State -1, Electron_Cannon_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Electron_Cannon_L"
value = 1400
ctrl = 0

[State -1, Electron_Cannon_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Electron_Cannon_M"
value = 1401
ctrl = 0

[State -1, Electron_Cannon_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Electron_Cannon_H"
value = 1402
ctrl = 0

[State -1, Flamma_Cannon_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Flamma_Cannon_L"
value = 1500
ctrl = 0

[State -1, Flamma_Cannon_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Flamma_Cannon_M"
value = 1501
ctrl = 0

[State -1, Flamma_Cannon_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Flamma_Cannon_H"
value = 1502
ctrl = 0

[State -1, Glace_Cannon_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Glace_Cannon_L"
value = 1300
ctrl = 0

[State -1, Glace_Cannon_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Glace_Cannon_M"
value = 1301
ctrl = 0

[State -1, Glace_Cannon_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Glace_Cannon_H"
value = 1302
ctrl = 0

[State -1, Dragon's_Roar_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Dragon's_Roar_L"
value = 1700
ctrl = 0

[State -1, Dragon's_Roar_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Dragon's_Roar_M"
value = 1701
ctrl = 0

[State -1, Dragon's_Roar_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Dragon's_Roar_H"
value = 1702
ctrl = 0

[State 460, 5]
type = ChangeState
trigger1 = Time = 20
value = 431
ctrl = 0

;---------------------------------------------------------------------------
; Launching Kick
[Statedef 470]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 40
ctrl = 0
anim = 460

[State 470, VarAdd]
type = VarAdd
trigger1 = var(20) < 160 && moveguarded
v = 20    ;fv =
value = 1

[State 470, VarAdd]
type = VarAdd
trigger1 = var(20) >= 160 && movehit
v = 20    ;fv =
value = -160

[State 0, PlaySnd]
type = PlaySnd
trigger1 = facing = 1 && time = 0
value = 230,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = facing != 1 && time = 0
value = 230,0


[State 0, Helper]
type = Helper
trigger1 = Time = 3
helpertype = normal ;player
name = "Aru_High_Rolling"
ID = 460
stateno = 435
pos = 60 ,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.44
size.yscale = 0.5

[State 470, 1]
type = HitDef
Triggerall = var(9) = 0
trigger1 = time = 0
attr = C, NA			;Attribute: Standing, Normal Attack
damage = 45, 0			;Damage that move inflicts, guard damage
animtype = Up			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7, 8			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 30			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -1.5,-8 		;Velocity at which opponent is pushed
airguard.velocity = -2,-6	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.5,ifelse((p2movetype = H),-2.5,-7.5)		;X-velocity at which opponent is pushed,
air.hittime = 20
Fall = 1
Air.Fall = 1
fall.recovertime = 30
fall.recover= 1
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
envshake.time = 4
envshake.ampl = 3

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9102
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 470, 1]
type = HitDef
Triggerall = var(9) = 1
trigger1 = time = 0
attr = C, NA			;Attribute: Standing, Normal Attack
damage = 55, 0			;Damage that move inflicts, guard damage
animtype = Up			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 10, 11			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 30			;Sound to play on hit
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -1,-11 		;Velocity at which opponent is pushed
airguard.velocity = -3,-6	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1,-10.5		;X-velocity at which opponent is pushed,
air.hittime = 20
Fall = 1
Air.Fall = 1
fall.recover= 0
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9102
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 470, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 160
trigger1 = time = 0
attr = C, NA			;Attribute: Standing, Normal Attack
damage = 22, 0			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -35, -85		;X-offset for the "hit spark" rel. to p2,
hitsound = s150, 10			;Sound to play on hit
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 18		;Time opponent is in hit state
ground.velocity = -2 		;Velocity at which opponent is pushed
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 18
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 470, 5]
type = ChangeState
trigger1 = Time = 25
value = 431
ctrl = 0



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


[State 600, PosAdd]
type = PosAdd
triggerall = animelem = 2
triggerall = enemynear, backedgebodydist <= 10 && p2bodydist x <=60
trigger1 = p2movetype = H && p2statetype != L
x = -10


[State 600, SuperPause]
type = SuperPause
trigger1 = numhelper(300) = movecontact > 0
time = 3
anim = 300
sound = -1
pos = 0,0
darken = 0
p2defmul = 1

[State -1, Hatchet_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Tri_Edge_L" && power >= 1000
value = 4000
ctrl = 0


[State -1, Hatchet_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Tri_Edge_M" && power >= 2000
value = 4001
ctrl = 0


[State -1, Hatchet_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Tri_Edge_H" && power >= 3000
value = 4002
ctrl = 0

[State -1, Air_Chakra_Wave_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Chakra_Wave_L"
value = 1100
ctrl = 0

[State -1, Air_Chakra_Wave_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Chakra_Wave_M"
value = 1101
ctrl = 0

[State -1, Air_Chakra_Wave_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Chakra_Wave_H"
value = 1102
ctrl = 0


[State 600, Link 601]
type = ChangeState
triggerall = time >= 10
trigger1 = command = "x"
value = 601


[State 600, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0


[State 600, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
; Jump Light Punch - Followup
[Statedef 601]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 601


[State 601, PosAdd]
type = PosAdd
triggerall = animelem = 2
triggerall = enemynear, backedgebodydist <= 10 && p2bodydist x <=60
trigger1 = p2movetype = H && p2statetype != L
x = -10


[State 601, SuperPause]
type = SuperPause
trigger1 = numhelper(300) = movecontact > 0
time = 3
anim = 300
sound = -1
pos = 0,0
darken = 0
p2defmul = 1

[State -1, Hatchet_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Tri_Edge_L" && power >= 1000
value = 4000
ctrl = 0


[State -1, Hatchet_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Tri_Edge_M" && power >= 2000
value = 4001
ctrl = 0


[State -1, Hatchet_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Tri_Edge_H" && power >= 3000
value = 4002
ctrl = 0


[State -1, Air_Chakra_Wave_L]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Chakra_Wave_L"
value = 1100
ctrl = 0

[State -1, Air_Chakra_Wave_M]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Chakra_Wave_M"
value = 1101
ctrl = 0

[State -1, Air_Chakra_Wave_H]
type = ChangeState
Triggerall = numhelper(300) = movecontact > 0
trigger1 = command = "Chakra_Wave_H"
value = 1102
ctrl = 0


[State 601, Link 600]
type = ChangeState
triggerall = time >= 10
trigger1 = command = "x" && command != "holddown"
value = 600



[State 601, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0


[State 601, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 0



;---------------------------------------------------------------------------
; Jump Medium Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610

[State 610, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 200,0


[State 610, PosAdd]
type = PosAdd
triggerall = enemynear, backedgebodydist <= 10 && p2bodydist x <=60
trigger1 = p2movetype = H && p2statetype != L
trigger1 = (time > 20) && (time <= 30)
x = -6

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 14
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = S         ;A,C,S,N


[State 0, VelSet]
type = VelSet
trigger1 = time >= 14
x = 0
y = 0


[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "Ice_Flask"
ID = 520
stateno = 520
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.44
size.yscale = 0.55


[State 610, SuperPause]
type = SuperPause
trigger1 = numhelper(520) = movecontact > 0 && time > 0
;trigger1 = numhelper(520) = 0
time = 6
anim = 300
sound = -1
pos = 0,0
darken = 0
p2defmul = 1


[State 610, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0

[State 610, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------
; Jump Strong Punch
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 620


[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "Ice_Flask"
ID = 521
stateno = 521
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.5
size.yscale = 0.55

[State 620, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 621
ctrl = 0

[State 620, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------
; Jump Strong Punch - Hold
[Statedef 621]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 621


[State 221, Up]
type = ChangeState
triggerall = var(10) = 0
triggerall = anim = 621;
trigger1 = Time > 0 && Time <= 5
value = 622
ctrl = 1


[State 221, Downward]
type = Changestate
triggerall = var(10) = 0
triggerall = anim = 621
trigger1 = Time > 5
value = 623
ctrl = 1


[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------
; Jump Strong Punch - Up
[Statedef 622]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 622

[State 622, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 200,0


[State 622, StateTypeSet]
type = StateTypeSet
trigger1 = time = 0
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = S         ;A,C,S,N

[State 622, VelSet]
type = VelSet
trigger1 = time > 0
x = 0
y = 0

[State 622, SuperPause]
type = SuperPause
trigger1 = numhelper(521) = movecontact > 0
time = 9
anim = 300
sound = -1
pos = 0,0
darken = 0
p2defmul = 1


[State 622, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0

;---------------------------------------------------------------------------
; Jump Strong Punch - Down
[Statedef 623]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 623

[State 623, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 200,0

[State 623, StateTypeSet]
type = StateTypeSet
trigger1 = time = 0
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = S         ;A,C,S,N

[State 623, VelSet]
type = VelSet
trigger1 = time > 0
x = 0
y = 0

[State 623, SuperPause]
type = SuperPause
trigger1 = numhelper(521) = movecontact > 0
time = 9
anim = 300
sound = -1
pos = 0,0
darken = 0
p2defmul = 1


[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0


;---------------------------------------------------------------------------
; Jump Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 630

[State 630, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 1

[State 630, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175

[State 0, PlaySnd]
type = PlaySnd
trigger1 = facing = 1 && time = 0
value = 230,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = facing != 1 && time = 0
value = 230,0


[State 0, Helper]
type = Helper
trigger1 = Time = 3
helpertype = normal ;player
name = "Aru_Spinning"
ID = 630
stateno = 635
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.44
size.yscale = 0.5

[State 0, Helper]
type = Helper
trigger1 = Time = 3
helpertype = normal ;player
name = "Cape"
ID = 630
stateno = 632
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.44
size.yscale = 0.5

[State 630, 1]
type = HitDef
triggerall = var(9) = 0
trigger1 = time = 0
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 25, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 6, 8			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = -1;s9101				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -30, -50		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 30			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5,-3		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -9
air.cornerpush.veloff = -6
airguard.cornerpush.veloff = -9
envshake.time = 4
envshake.ampl = 3

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 630, 1]
type = HitDef
triggerall = var(9) = 1
trigger1 = time = 0
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 35, 0			;Damage that move inflicts, guard damage
animtype = back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 6, 7			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = -1;s9101				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -30, -50		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 30			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15		;Time that the opponent slides back
ground.hittime  = 15		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-3.5		;X-velocity at which opponent is pushed,
air.hittime = 15			;Time before opponent regains control in air
ground.cornerpush.veloff = -9
air.cornerpush.veloff = -9
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 630, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175
trigger1 = time = 0
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 12, 0			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = -1;s9105				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -30, -50		;X-offset for the "hit spark" rel. to p2,
hitsound = s150, 10			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -6
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State -1, Hatchet_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Tri_Edge_L" && power >= 1000
value = 4000
ctrl = 0


[State -1, Hatchet_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Tri_Edge_M" && power >= 2000
value = 4001
ctrl = 0


[State -1, Hatchet_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Tri_Edge_H" && power >= 3000
value = 4002
ctrl = 0


[State -1, Air_Chakra_Wave_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Chakra_Wave_L"
value = 1100
ctrl = 0

[State -1, Air_Chakra_Wave_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Chakra_Wave_M"
value = 1101
ctrl = 0

[State -1, Air_Chakra_Wave_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Chakra_Wave_H"
value = 1102
ctrl = 0


[State 630, ChangeState]
type = ChangeState
trigger1 = Pos y >= 0
value = 52
ctrl = 0

[State 630, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 631
ctrl = 0


;---------------------------------------------------------------------------
; Jump Light Kick - Recover
[Statedef 631]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 631

[State 0, Helper]
type = Helper
trigger1 = Time = 3
helpertype = normal ;player
name = "Cat_Air_Recover"
ID = 631
stateno = 636
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.44
size.yscale = 0.5


[State 630, ChangeState]
type = ChangeState
trigger1 = Pos y = 0
value = 52
ctrl = 0

[State 630, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0

;---------------------------------------------------------------------------
; Light Cape
[Statedef 632]
type    = S
physics = S
anim = 632
sprpriority = 0

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 30
facing = 1
pos = 0,0


[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0 || Parent, movetype = H || Parent, pos y = 0 && parent, statetype != A



;---------------------------------------------------------------------------
; Jump Medium Kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640

[State 640, VarAdd]
type = VarAdd
trigger1 = var(20) < 165 && moveguarded
v = 20    ;fv =
value = 1

[State 640, VarAdd]
type = VarAdd
trigger1 = var(20) >= 165 && movehit
v = 20    ;fv =
value = -165

[State 0, PlaySnd]
type = PlaySnd
trigger1 = facing = 1 && time = 0
value = 230,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = facing != 1 && time = 0
value = 230,0


[State 0, Helper]
type = Helper
trigger1 = Time = 3
helpertype = normal ;player
name = "Cats_Air_Kicks"
ID = 640
stateno = 645
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.44
size.yscale = 0.55

[State 0, Helper]
type = Helper
trigger1 = Time = 3
helpertype = normal ;player
name = "Cape"
ID = 640
stateno = 641
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.44
size.yscale = 0.5


[State 640, 1]
type = HitDef
triggerall = var(9) = 0
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 12
attr = A, NA			;Attribute: Standing, Normal Attack
damage = ifelse((hitcount >= 1),7,30)			;Damage that move inflicts, guard damage
animtype = medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7, 9			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -35, -50		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 30			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15		;Time that the opponent slides back
ground.hittime  = 18		;Time opponent is in hit state
ground.velocity = -7		;Velocity at which opponent is pushed
airguard.velocity = -4,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -4,-3.5		;X-velocity at which opponent is pushed,
air.hittime = 18			;Time before opponent regains control in air
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -9
envshake.time = 4
envshake.ampl = 3

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9102
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 640, 1]
type = HitDef
triggerall = var(9) = 1
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 12
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 40			;Damage that move inflicts, guard damage
animtype = back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7, 8			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = -1;s9102				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100;Y-offset for the spark rel. to p1
sparkxy = -35, -50		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 30			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 20		;Time that the opponent slides back
ground.hittime  = 22		;Time opponent is in hit state
ground.velocity = -7		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5,ifelse((enemynear,pos y < -100),((vel y)-.1),-3)		;X-velocity at which opponent is pushed,
air.hittime = 22			;Time before opponent regains control in air
air.fall = 1
fall.recover = 1
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -9
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9102
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 640, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 165 && animelem = 3
trigger2 = var(20) >= 165 && animelem = 6
trigger3 = var(20) >= 165 && animelem = 9
trigger4 = var(20) >= 165 && animelem = 12
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 7, 0			;Damage that move inflicts, guard damage
animtype = medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9105				;Spark anim no (Def: set above)
sparkxy = -35, -50		;X-offset for the "hit spark" rel. to p2,
hitsound = s150, 10			;Sound to play on hit
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -5		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -9
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9105
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 640, ChangeState]
type = ChangeState
trigger1 = Pos y >= 0
value = 52
ctrl = 0

[State -1, Hatchet_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Tri_Edge_L" && power >= 1000
value = 4000
ctrl = 0


[State -1, Hatchet_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Tri_Edge_M" && power >= 2000
value = 4001
ctrl = 0


[State -1, Hatchet_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Tri_Edge_H" && power >= 3000
value = 4002
ctrl = 0


[State -1, Air_Chakra_Wave_L]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Chakra_Wave_L"
value = 1100
ctrl = 0

[State -1, Air_Chakra_Wave_M]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Chakra_Wave_M"
value = 1101
ctrl = 0

[State -1, Air_Chakra_Wave_H]
type = ChangeState
Triggerall = movecontact > 0
trigger1 = command = "Chakra_Wave_H"
value = 1102
ctrl = 0

[State 640, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 631
ctrl = 0


;---------------------------------------------------------------------------
; Medium Cape
[Statedef 641]
type    = S
physics = S
anim = 641
sprpriority = 0

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 60
facing = 1
pos = 0,0


[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0 || Parent, movetype = H || Parent, pos y = 0 && parent, statetype != A


;---------------------------------------------------------------------------
; Jump Strong Kick
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 650

[State 650, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal ;player
name = "Pigeon"
stateno = 260
pos = -30,-85
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 650, Up]
type = ChangeState
triggerall = var(11) = 0
triggerall = anim = 650;
trigger1 = Time > 0 && time <= 20
value = 651
ctrl = 1

[State 650, Up]
type = ChangeState
triggerall = var(11) = 0
triggerall = anim = 650;
trigger1 = Time > 20 && time <= 40
value = 652
ctrl = 1

[State 650, Up]
type = ChangeState
triggerall = var(11) = 0
triggerall = anim = 650;
trigger1 = Time > 40
value = 653
ctrl = 1

[State 650, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 0


;--------------------------------------------------------------------------
; Jump Heavy Kick - Attack #1
[Statedef 651]
type    = A
movetype= A
physics = A
anim = 651
ctrl = 0

[State 0, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal ;player
name = "Pigeon"
ID = 291
stateno = 256
pos = 0,-60
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65


[State 651, 5]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0

[State 651, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 0



;---------------------------------------------------------------------------
; Jump Heavy Kick - Attack #2
[Statedef 652]
type    = A
movetype= A
physics = A
anim = 651
ctrl = 0

[State 0, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal ;player
name = "Pigeon"
ID = 291
stateno = 257
pos = 0,-60
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65


[State 652, 5]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0

[State 652, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------
; Jump Heavy Kick - Attack #3
[Statedef 653]
type    = A
movetype= A
physics = A
anim = 651
ctrl = 0

[State 0, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal ;player
name = "Pigeon"
ID = 291
stateno = 258
pos = 0,-60
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65



[State 653, 5]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0

[State 653, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------
; Jump Recovery 1
[Statedef 660]
type    = A
physics = A
ctrl = 0
anim = 660

[State 660, VelSet]
type = VelSet
trigger1 = prevstateno = 1205
x = 0

[State 660, ChangeState]
type = Changestate
triggerall = prevstateno = 631
Trigger1 = command = "holddown" && command = "a"
trigger1 = Time >= 3
Value = 680
ctrl = 0


[State 660, 5]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------
; Jump Recovery 2
[Statedef 670]
type    = A
physics = A
velset = 0,0
ctrl = 0
anim = 660

[State 1100, 7]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------
; Dive Kick - Start
[Statedef 680]
type    = A
movetype= A
physics = S
juggle  = 0
poweradd= 30
ctrl = 0
velset = 0,0
anim = 630


[State 230, 5]
type = ChangeState
trigger1 = time = 1
value = 681
ctrl = 0


;---------------------------------------------------------------------------
; Dive Kick - Attack
[Statedef 681]
type    = A
movetype= A
physics = S
juggle  = 2
poweradd= 22
ctrl = 0
velset = 0,0
anim = 680

[State 681, VarAdd]
type = VarAdd
trigger1 = var(20) < 170 && moveguarded
v = 20    ;fv =
value = 1

[State 681, VarAdd]
type = VarAdd
trigger1 = var(20) >= 170 && movehit
v = 20    ;fv =
value = -170

[State 0, PlaySnd]
type = PlaySnd
trigger1 = facing = 1 && time = 0
value = 230,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = facing != 1 && time = 0
value = 230,0


[State 681, VelSet]
type = VelSet
trigger1 = time > 0
x = 5
y = 9


[State 0, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal ;player
name = "Cats_Spinning"
ID = 630
stateno = 635
pos = 0 ,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.44
size.yscale = 0.5

[State 0, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal ;player
name = "Cape"
ID = 680
stateno = 683
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.44
size.yscale = 0.55


[State 681, 1]
type = HitDef
triggerall = var(9) = 0
trigger1 = time = 0
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 35, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAF			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 8			;Time attacker pauses, time opponent shakes
sparkno = -1;s9101				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100          ;Y-offset for the spark rel. to p1
sparkxy = -50, -10		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 30			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16		;Time that the opponent slides back
ground.hittime  = 16		;Time opponent is in hit state
ground.velocity = -5, ifelse((p2life <= 0), 3,0)		;Velocity at which opponent is pushed
airguard.velocity = -3, ifelse((p2life <= 0),2,-2)	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
envshake.time = 3
envshake.ampl = 2

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 681, 1]
type = HitDef
triggerall = var(9) = 1
trigger1 = time = 0
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 45, 0			;Damage that move inflicts, guard damage
animtype = medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAF			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 7			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
guard.sparkno = -1;s9100          ;Y-offset for the spark rel. to p1
sparkxy = -50, -10		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 30			;Sound to play on hit
guardsound = s150, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 18		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -5, ifelse((p2life <= 0), 3,0)		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3, 3		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 9100
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 3
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 681, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 170
trigger1 = time = 0
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 17, 0			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 20, 35			;Time attacker pauses, time opponent shakes
sparkno = -1;s9101				;Spark anim no (Def: set above)
sparkxy = -50, -10		;X-offset for the "hit spark" rel. to p2,
hitsound = s150, 10			;Sound to play on hit
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12		;Time that the opponent slides back
ground.hittime  = 10		;Time opponent is in hit state
ground.velocity = -4, ifelse((p2life <= 0), 3,0)		;Velocity at which opponent is pushed
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3,-3		;X-velocity at which opponent is pushed,
air.hittime = 10			;Time before opponent regains control in air
ground.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9101
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 681, 5]
type = ChangeState
trigger1 = Time = 25
value = 631
ctrl = 0

[State 681, 5]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------
; Dive Cape
[Statedef 683]
type    = S
physics = S
anim = 681
sprpriority = 0

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 999
facing = 1
pos = -15,-25

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, anim != 680 || Parent, movetype = H || Parent, pos y = 0 && parent, statetype != A

;----------------------------------------------------------------------
; Ultimate Guard (start)
[Statedef 700]
type = S
physics = S
anim = 700
ctrl = 0
poweradd = 0
sprpriority = 0

[State 700, VelSet]
type = VelSet
trigger1 = prevstateno = 100
x = 0

[State 700, HitOverride]
type = HitOverride
trigger1 = Time = 0
Trigger2 = Time = 10
Trigger3 = time = 20
Trigger4 = Time = 30
Trigger5 = time = 40
Trigger6 = time = 50
Trigger7 = time = 60
Trigger8 = time = 70
;Trigger9 = time = 80
;Trigger10 = time = 90
attr = SCA,NA,SA,HA,NP,SP,HP;,NT,ST,HT
slot = 0
stateno = 702
time = 10
;forceair = 1
ignorehitpause = 0


[State 0, ReversalDef]
type = ReversalDef
trigger1 = Time = 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
sparkno = S1690
p1stateno = 702

[State 700, PalFXWiz]
type = PalFX
Triggerall = anim = 700
trigger1 = time = 0
Trigger2 = Time = 7
Trigger3 = time = 14
Trigger4 = Time = 21
Trigger5 = time = 28
Trigger6 = time = 35
Trigger7 = time = 42
Trigger8 = time = 49
Trigger9 = time = 56
Trigger10 = time = 63
Trigger11 = time = 70
Trigger12 = time = 77
;Trigger13 = time = 84
time = 2
add = 0,0,0
mul = 300,0,0
sinadd = 55,0,85,10
invertall = 0
color = 0
persistent = 1

[State 700, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "UG"
stateno = 705
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.6
supermovetime = 9999
pausemovetime = 9999


[State 700, Ki Quake1]
type = EnvShake
trigger1 = animelem =1
time = 3
freq = 40
ampl = -15
phase = 100

[State 700, End]
Type = ChangeState
Trigger1 = time = 80
Value = 701
ctrl = 0

;----------------------------------------------------------------------
; Ultimate Guard (End)
[Statedef 701]
type = S
physics = S
anim = 701
ctrl = 0
poweradd = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 40
value = 1

[State 700, End]
Type = ChangeState
Trigger1 = animtime = 0
Value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ultimate Guard - Begin
[Statedef 702]
type    = S
physics = S
anim = 702
velset = 0, 0
sprpriority = 0

[State 702, PlaySnd]
type = PlaySnd
triggerall = anim = 702
trigger1 = time = 0
value = 720,20

[State 702, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 5
anim = 705
pos = 0,0
darken = 0
p2defmul = 0
poweradd = 0
;unhittable = 1

[State 702, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Barrier"
stateno = 706
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.65
supermovetime = 9999999
pausemovetime = 9999999

[State 702, Enemy Behind] ;Turn & face opponent
type = Turn
trigger1 = p2dist X < -4
trigger1 = Time = 0

[State 703, No Attack]
type = ChangeState
trigger1 = animtime = 0
value = 703
ctrl = 0



;---------------------------------------------------------------------------
; Ultimate Guard (Shields Up)
[Statedef 703]
type    = S
physics = S
anim = 703
velset = 0, 0
sprpriority = -1

[State 703, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 15
x = -1.5


[State 703, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 700,0

[State 703, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 3
anim = 703
pos = 0,0
darken = 0
p2defmul = 0
poweradd = 0
unhittable = 1


[State 703, HitOverride]
type = HitOverride
trigger1 = Time = 0
Trigger2 = Time = 10
Trigger3 = time = 20
Trigger4 = Time = 30
attr = SCA,NA,SA,HA,NP,SP,HP;,NT,ST,HT
slot = 0
stateno = 703
time = 10
ignorehitpause = 0

[State 0, ReversalDef]
type = ReversalDef
Trigger1 = Time = 10
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
sparkno = S1690
p1stateno = 703

[State 703, Ki Quake2]
type = EnvShake
trigger1 = animelem =1
trigger2 = animelem =3
trigger3 = animelem =5
trigger4 = animelem =7
trigger5 = animelem =9
trigger6 = animelem =11
time = 5
freq = 45
ampl = -5
phase = 100

[State 703, Enemy Behind] ;Turn & face opponent
type = Turn
trigger1 = p2dist X < -4
trigger1 = Time = 0

[State 0, Helper]
type = Helper
trigger1 = time = 6
helpertype = normal ;player
name = "Hydralic"
ID = 708
stateno = 708
pos = 12,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
supermovetime = 999
pausemovetime = 999
size.xscale = 0.6
size.yscale = 0.6



[State 703, Link 710]
type = ChangeState
triggerall = Power >= 500
Triggerall = time > 0 && time <= 20
trigger1 = command = "UGC_Heavy"
value = 710

[State 703, No Attack]
type = ChangeState
trigger1 = (time = 40)
value = 704
ctrl = 0


;---------------------------------------------------------------------------
; Ultimate Guard (Finish)
[Statedef 704]
type    = S
physics = S
anim = 704
velset = 0, 0
ctrl = 0


[State 704, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Ultimate Guard - Switch
[Statedef 705]
type    = S
physics = S
anim = 705
velset = 0, 0
ctrl = 0
sprpriority = 1

[State 0, BindToParent]
type = BindToParent
trigger1 = time = 0
time = 999999
facing = 1
pos = -20,0


[State 704, End]
type = destroyself
trigger1 = parent, stateno = 702 || parent, stateno = 701 || parent, movetype = A || parent, movetype = H


;---------------------------------------------------------------------------
; Ultimate Guard Barrier
[Statedef 706]
type    = S
physics = S
anim = ifelse((prevstateno = 709),712,706)
velset = 0, 0
ctrl = 0
sprpriority = 0



[State 0, BindToParent]
type = BindToParent
trigger1 = time = 0
time = 999999
facing = 1
pos = -20,0


[State 0, ChangeState]
type = ChangeState
trigger1 = enemynear, statetype = C && enemynear, movetype = A
value = 709
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = Parent, anim = 710
value = 707
ctrl = 0


[State 704, End]
type = destroyself
trigger1 = parent, stateno = 704 || parent, movetype = A || parent, movetype = H

;---------------------------------------------------------------------------
; Ultimate Guard Barrier - Low Guard
[Statedef 709]
type    = S
physics = S
anim = 709
velset = 0, 0
ctrl = 0
sprpriority = 0

[State 0, BindToParent]
type = BindToParent
trigger1 = time = 0
time = 999999
facing = 1
pos = -20,0

[State 702, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 720,20


[State 0, ChangeState]
type = ChangeState
trigger1 = enemynear, statetype != C
value = 706
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = Parent, anim = 710
value = 707
ctrl = 0


[State 704, End]
type = destroyself
trigger1 = parent, stateno = 704 || parent, movetype = A || parent, movetype = H

;---------------------------------------------------------------------------
; Ultimate Guard Barrier - Remove
[Statedef 707]
type    = S
physics = S
anim = 707
velset = 0, 0
ctrl = 0
sprpriority = 0

[State 0, BindToParent]
type = BindToParent
trigger1 = time = 0
time = 99999
facing = 1
pos = -20,0


[State 704, End]
type = destroyself
trigger1 = animtime = 0 || parent, movetype = H

;---------------------------------------------------------------------------
; Ultimate Guard Barrier - Hydralic
[Statedef 708]
type    = S
physics = N
velset = 0
anim = 708
ctrl = 0
sprpriority = 7

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time >=2
statetype = S       ;S,A,C,L
physics = A         ;A,C,S,N

[State 0, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 25
x = -4
y = -3.5

[State 0, VelSet]
type = VelSet
trigger1 = time > 25 && time <= 50
x = -1.5
y = 1.5




[State 708, End]
type = destroyself
trigger1 = time = 55


;---------------------------------------------------------------------------
; Ultimate Guard Attack
[Statedef 710]
type    = S
movetype = I
physics = S
anim = 710
velset = 0, 0

[State 710, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 700,0

[State 710, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,0

[State 710, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 5
anim = 703
pos = 0,0
darken = 0
poweradd = -500
unhittable = 1
move = 0

[State 0, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 5
add = 128,128,128 ;256,256,256


[State 702, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "Tessa_Pose"
stateno = 715
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.44
size.yscale = 0.5
supermovetime = 5
pausemovetime = 5

[State 702, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "Switch"
stateno = 712
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65
supermovetime = 5
pausemovetime = 5

[State 702, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Heavy_Weight"
stateno = 720
pos = 0,-300
postype = p2
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.6
supermovetime = 5
pausemovetime = 5

[State 702, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Chain"
stateno = 721
pos = 0,-320
postype = p2
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.6
supermovetime = 5
pausemovetime = 5

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 10


[State 703, No Attack]
type = ChangeState
trigger1 = Animtime = 0
value = 711
ctrl = 0


;---------------------------------------------------------------------------
; Ultimate Guard Attack - Recover
[Statedef 711]
type    = S
movetype = I
physics = S
anim = 711
velset = 0, 0


[State 711, No Attack]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ultimate Guard Attack - Switch on
[Statedef 712]
type    = S
physics = S
anim = 718
velset = 0, 0
ctrl = 0
sprpriority = 2

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 9999
facing = 1
pos = 20,5


[State 0, ChangeState]
type = ChangeState
trigger1 = parent, anim = 711
value = 713
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = parent, anim = 806
value = 713
ctrl = 0

[State 715, End]
type = destroyself
trigger1 = parent, movetype = H || parent, pos y < 0 || parent, ctrl = 1


;---------------------------------------------------------------------------
; Ultimate Guard Attack - Switch off
[Statedef 713]
type    = S
physics = S
anim = 719
velset = 0, 0
ctrl = 0
sprpriority = 2

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 9999
facing = 1
pos = 20,5


[State 715, End]
type = destroyself
trigger1 = animtime = 0 || parent, movetype = H


;---------------------------------------------------------------------------
; Ultimate Guard- Motion
[Statedef 715]
type    = S
physics = S
anim = 715
velset = 0, 0
ctrl = 0
sprpriority = 1

[State 715, Shine] ;Blink white
type = PalFX
trigger1 = animelem = 1
time = 2
add = 128,128,128 ;256,256,256


[State 715, End]
type = destroyself
trigger1 = time = 16 || parent, movetype = H

;---------------------------------------------------------------------------
; Heavy Weight
[Statedef 720]
type    = A
Movetype = A
physics = S
anim = 716
velset = 0, 0
ctrl = 0
sprpriority = 3

[State 720, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 720, PlaySnd]
type = PlaySnd
trigger1 = time = 15
value = 720,10


[State 720, 1]
type = HitDef
Triggerall = Parent, stateno != 1080
trigger1 = time = 0
attr = A, SA			;Attribute: Standing, Normal Attack
damage = 65			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
;guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = MAF			;Flags of conditions that move can hit
priority = 7, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 3, 6			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
sparkxy = -25, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 50			;Sound to play on hit
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 30		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity =  ifelse((p2life <= 0),0,9), ifelse((p2life <= 0),5,0)		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity =  ifelse((p2life <= 0),0,6.5), ifelse((p2life <= 0),4,-4)		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 20
envshake.ampl = -10
envshake.freq = 50
envshake.phase = 100
sprpriority = 3

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 720, 1]
type = HitDef
Triggerall = Parent, stateno = 1080 && p2statetype = L
trigger1 = time = 0
attr = A, SA			;Attribute: Standing, Normal Attack
damage = 40			;Damage that move inflicts, guard damage
animtype = Back			;Animation type: Light, Medium, Heavy, Back (def: Light)
;guardflag = MA			;Flags on how move is to be guarded against
;guard.pause = 13
hitflag = FLD			;Flags of conditions that move can hit
priority = 7, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 0			;Time attacker pauses, time opponent shakes
sparkno = -1;s9103				;Spark anim no (Def: set above)
sparkxy = -25, 0		;X-offset for the "hit spark" rel. to p2,
hitsound = s720, 0			;Sound to play on hit
ground.type = Low		;Type: High, Low, Trip (def: Normal)
p2stateno = 1085
envshake.time = 20
envshake.ampl = -10
envshake.freq = 50
envshake.phase = 100
sprpriority = 3
down.hit = 1

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 9103
postype = p2
pos = 12,-75
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 720, Shake]
type = EnvShake
trigger1 = time = 18;pos y >= -85
time = 15
freq = 50
ampl = -10
phase = 100
ignorehitpause = 1


[State 0, Explod]
type = Explod
Triggerall = Root, stateno = 1080
trigger1 = time = 0
anim = 720
ID = 799
pos = -20,-43
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
vel = 0,0
removetime = 99
scale = 0.70,0.57
sprpriority = 5
ontop = 1
ownpal = 0
removeongethit = 0


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 720
ID = 799
pos = 27,-43
postype = p1  ;p2,front,back,left,right
facing = -1
bindtime = 99
vel = 0,0
removetime = 99
scale = 0.70,0.57
sprpriority = 5
ontop = 1
ownpal = 0
removeongethit = 0


[State 0, VelSet]
type = VelSet
trigger1 = time > 0
x = 0
y = 12

[State 0, VelSet]
type = VelSet
trigger1 = Pos y >= -50
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time > 45
x = 0
y = -12


[State 716, End]
type = destroyself
trigger1 = time > 5 && pos y <= -600 ;|| time = 100

;---------------------------------------------------------------------------
; Chain
[Statedef 721]
type    = A
Movetype = A
physics = S
anim = 717
velset = 0, 0
ctrl = 0
sprpriority = 2

[State 721, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 721, VelSet]
type = VelSet
trigger1 = time > 0
x = 0
y = 12

[State 0, VelSet]
type = VelSet
trigger1 = Pos y >= -50
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time > 49
x = 0
y = -12


[State 716, End]
type = destroyself
trigger1 = time > 5 && pos y <= -620 ;|| time = 100


;---------------------------------------------------------------------------
; Toss-Up - Attempt
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800


[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
sprpriority = 1       ;Draw in front of p2
;p1facing = ifelse (command = "holdfwd", -1, 1) ;Turn if holding forwards
p2facing = 1          ;Force p2 to face player
p1stateno = 805       ;On success, player changes to state 810
p2stateno = 810       ;If hit, p2 changes to state 820 in player's cns
fall = 1              ;Force p2 into falling down

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Toss-Up - Catch
[Statedef 805]
type    = S
movetype= A
physics = N
anim = 805
poweradd = 60

[State 0, PosAdd]
type = PosAdd
trigger1 = enemynear, backedgebodydist < 10 && time = 0
x = -30


[State 805, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "Switch"
stateno = 712
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.65
size.yscale = 0.65

[State 805, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "brand"
stateno = 806
pos = 105,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.55
size.yscale = 0.55

[State 805, Helper]
type = Helper
trigger1 = time = 7
helpertype = normal ;player
name = "Fan"
stateno = 808
pos = 105,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.5
size.yscale = 0.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 800,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 8
value = 800,10


[State 810, Bind 1]
type = TargetBind
trigger1 = time = 0
pos = 30, 0

[State 810, Bind 1]
type = TargetBind
trigger1 = time = 5
pos = 105, 0



[State 810, Throw 2]
type = TargetState
trigger1 = time = 5
value = 811


[State 810, State End]
type = ChangeState
trigger1 = time = 80
value = 804
ctrl = 0

;---------------------------------------------------------------------------
; Toss Up - Recover
[Statedef 804]
type    = S
movetype = I
physics = S
anim = 806
velset = 0, 0
sprpriority = 1

[State 804, PlaySnd]
type = PlaySnd
trigger1 = time = 42
value = 800,20

[State 804, Explod]
type = Explod
trigger1 = time = 43
anim = 9106
pos = 0,0
postype = p2
facing = 1
bindtime = 1
removetime = -2
scale = 0.44,0.5
sprpriority = 7
ontop = 1
ownpal = 0


[State 804, No Attack]
type = ChangeState
trigger1 = time = 66
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Brand
[Statedef 806]
type    = S
physics = S
anim = 820
velset = 0, 0
ctrl = 0
sprpriority = 1


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 90
value = 807
ctrl = 0

[State 715, End]
type = destroyself
trigger1 = parent, movetype = H

;---------------------------------------------------------------------------
; Brand - Close
[Statedef 807]
type    = S
physics = S
anim = 821
velset = 0, 0
ctrl = 0
sprpriority = 1

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

[State 715, End]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; Fan
[Statedef 808]
type    = S
physics = S
anim = 822
velset = 0, 0
ctrl = 0
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = parent, anim = 806
value = 809
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 715, End]
type = destroyself
trigger1 = parent, movetype = H

;---------------------------------------------------------------------------
; Fan - Close
[Statedef 809]
type    = S
physics = S
anim = 823
velset = 0, 0
ctrl = 0
sprpriority = 2


[State 715, End]
type = destroyself
trigger1 = animtime = 0




;---------------------------------------------------------------------------
; Toss-Up - Opponent Thrown
[Statedef 810]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1

[State 810, 1]
type = Changeanim2
Trigger1 = time = 0
value = 810

[State 810, State End]
type = ChangeState
trigger1 = time = 5
value = 811
ctrl = 0

;---------------------------------------------------------------------------
; Toss-Up - Opponent thrown into the air
[Statedef 811]
type    = A
movetype= H
physics = N
velset = 0, 0
poweradd = 40

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


[State 0, VelSet]
type = VelSet
trigger1 = Time > 0 && time <= 80
y = -9
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = Time > 80
y = 20


[State 811, ChangeAnim]
type = ChangeAnim2
trigger1 = time = 0
value = 810

[State 811, ChangeAnim]
type = ChangeAnim2
trigger1 = time = 80
value = 811

[State 811, 1] ;Gravity
type = VelAdd
Trigger1 = time = 80
y = 1.1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 800,9


[State 0, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0 && Pos Y >= 0
time = 20
freq = 70
ampl = -10
phase = 80



[State 821, 4] ;Hit ground
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 812 ;Hit ground



;---------------------------------------------------------------------------
; Toss-Up - Opponent on the ground
[Statedef 812]
type    = A
movetype= H
physics = N
velset = 0, 0
poweradd = 40
anim = 5110


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

[State 0, LifeAdd]
type = LifeAdd
trigger1 = Time = 0
value = -110


[State 821, 4] ;Hit ground
type = SelfState
trigger1 = time = 10
value = 5110 ;Hit ground

;---------------------------------------------------------------------------
; Boom Proof - Attempt
[Statedef 820]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800


[State 820, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
sprpriority = 1       ;Draw in front of p2
;p1facing = ifelse (command = "holdfwd", -1, 1) ;Turn if holding forwards
p2facing = 1          ;Force p2 to face player
p1stateno = 825       ;On success, player changes to state 810
p2stateno = 830       ;If hit, p2 changes to state 820 in player's cns
fall = 1              ;Force p2 into falling down

[State 820, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Boom Proof - Start
[Statedef 825]
type    = S
movetype= A
physics = N
anim = 850
poweradd = 60
sprpriority = 7

[State 0, PosAdd]
type = PosAdd
trigger1 = enemynear, backedgebodydist < 10 && time = 0
x = -30

;[State 805, Helper]
;type = Helper
;trigger1 = animelem = 1
;helpertype = normal ;player
;name = "Rocket"
;stateno = 840
;pos = 0,0
;postype = p2
;facing = 1
;keyctrl = 0
;ownpal = 0
;size.xscale = 1.27333333333333;1.3
;size.yscale = 1.2714285714285;1.3

;[State 805, Helper]
;type = Helper
;trigger1 = time = 0
;helpertype = normal
;name = "Rope"
;stateno = 841
;pos = 0,0
;postype = p1
;facing = 1
;keyctrl = 0
;ownpal = 0
;size.xscale = 1.07333333333333;1.1
;size.yscale = 1.0714285714285;1.1


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 854
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
removetime = -2
scale = 0.5,0.5
sprpriority = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 800,0

[State 810, Bind 1]
type = TargetBind
trigger1 = time = 0
pos = 70, 0

[State 826, Throw 2]
type = TargetState
trigger1 = time = 50
value = 831

[State 810, State End]
type = ChangeState
trigger1 = time = 50
value = 826
ctrl = 0

;---------------------------------------------------------------------------
; Boom Proof - Recover
[Statedef 826]
type    = S
movetype = I
physics = S
anim = 851
velset = 0, 0
sprpriority = 1

[State 0, Explod]
type = Explod
trigger1 = time = 50
anim = 860
pos = 0, -55
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 2
ontop = 1
ownpal = 0
removeongethit = 0



[State 810, Bind 1]
type = TargetBind
trigger1 = time = 0
pos = 70, 0



[State 826, No Attack]
type = ChangeState
trigger1 = time = 100
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Boom Proof - Opponent Caught
[Statedef 830]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1

[State 810, 1]
type = Changeanim2
Trigger1 = time = 0
value = 215

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 50
value = 831
ctrl = 0


;---------------------------------------------------------------------------
; Boom Proof - Opponent in the air
[Statedef 831]
type    = A
movetype= H
physics = N
poweradd = 40

[State 0, VelSet]
type = VelSet
trigger1 = Time > 0 && time <= 50
y = -5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 50
statetype = S       ;S,A,C,L
movetype = H        ;I,A,H
physics = S         ;A,C,S,N

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 70
statetype = A       ;S,A,C,L
movetype = H        ;I,A,H
physics = N         ;A,C,S,N

[State 0, VelSet]
type = VelSet
trigger1 = Time = 50
y = 0


[State 0, VelSet]
type = VelSet
trigger1 = Time > 70 && time <= 80
x = -2
y = 3


[State 811, ChangeAnim]
type = ChangeAnim2
trigger1 = time = 0
value = 215

[State 811, ChangeAnim]
type = ChangeAnim2
trigger1 = time = 70
value = 811

[State 811, 1] ;Gravity
type = VelAdd
Trigger1 = time > 85
y = 1.1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 800,9



[State 821, 4] ;Hit ground
type = Changestate
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100


;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]

;=========================== Button Holding =============================

[State -2, varset]
type = VarSet
trigger1 = command = "holdz"
v = 10
value = 1

[State -2, varset]
type = VarSet
trigger1 = command != "holdz"
v = 10
value = 0

[State -2, varset]
type = VarSet
trigger1 = command = "holdp"
v = 12
value = 1

[State -2, varset]
type = VarSet
trigger1 = command != "holdp"
v = 12
value = 0



[State -2, varset]
type = VarSet
trigger1 = command = "holdc"
v = 11
value = 1

[State -2, varset]
type = VarSet
trigger1 = command != "holdc" ;|| Stateno = 650 && Pos Y >= -5
v = 11
value = 0

;==================== Counter Impact ============================

[State -2, Time To Counter]
type = VarSet
trigger1 = enemynear, movetype = A
v = 9
value = 1

[State -2, Time To Counter]
type = VarSet
trigger1 = enemynear, movetype != A
v = 9
value = 0


;====================== Guard Break =====================================

[State -2, Hit Detect/Reset]
type = VarAdd
Trigger1 = movetype != H
trigger1 = var(20) > 0
trigger1 = (gametime%300) = 1
v = 20     ;fv =
value = -10



;==================== Death Phenomenon ===================================

;Cat Ballon Popper counter reset
[State -2, VarAdd]
type = VarAdd
trigger1 = numhelper(1956) = 0 || numhelper(1958) = 0 || numhelper(1960) = 0
v = 19     ;fv =
value = -200

;Death Phenomeno Limiter
[State -2, Helper]
type = Helper
triggerall = !numhelper(1930)
trigger1 = numhelper(1956) > 0 || numhelper(1958) > 0 || numhelper(1960) > 0
helpertype = normal ;player
name = "DPheno_Limiter"
ID = 1930
stateno = 1930
pos = 0,0
postype = p1
facing = 1
ownpal = 0
scale = const(size.xscale),const(size.yscale)


;====================== Pigeon =======================================

;Pigeon Limiter
[State -2, Helper]
type = Helper
triggerall = !numhelper(290)
trigger1 = numhelper(291) > 0
helpertype = normal ;player
name = "Pigeon_Limit"
ID = 290
stateno = 290
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
scale = const(size.xscale),const(size.yscale)

;======================== Hat ========================================

;During Dizzy State
[State -2, Explod]
type = Explod
triggerall = !numexplod(5300)
trigger1 = anim = 5300
anim = 171
ID = 5300
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 9999
removetime = 9999
scale = 0.45,0.5
sprpriority = 1
ontop = 1
ownpal = 0
removeongethit = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = anim != 5300
id = 5300

;During Lose State
[State -2, Helper]
type = Helper
triggerall = !numhelper(171)
trigger1 = anim = 170
helpertype = normal ;player
name = "Lose_Hat"
ID = 171
stateno = 171
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.44
size.yscale = 0.5
persistent = 1


;For Random Select purposes, free to use with anything
[State -2, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,600


;==================== Elemental FX ===================================

;Frozen FX - Medium
[State -2, Helper]
type = Helper
triggerall = !numhelper(590)
trigger1 = enemynear, stateno = 515 || enemynear, stateno = 518 || enemynear, stateno = 1320
triggerall = p2movetype = H
helpertype = normal ;player
name = "Frozen_FX"
ID = 590
stateno = 590
pos = -10,-75+(random>500)
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.44
size.yscale = 0.5
ignorehitpause = 0


;Frozen FX - Heavy
[State -2, Helper]
type = Helper
triggerall = !numhelper(591)
trigger1 = enemynear, stateno = 516 || enemynear, stateno = 517 || enemynear, stateno = 595
trigger1 = p2movetype = H
helpertype = normal ;player
name = "Frozen_FX"
ID = 591
stateno = 591
pos = -10,-75+(random>500)
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.5
size.yscale = 0.5
ignorehitpause = 0



;Frozen FX - Counter (Ground)
[State -2, Explod]
type = Helper
triggerall = !numhelper(592)
trigger1 = enemynear, stateno = 525
triggerall = p2movetype = H
helpertype = normal ;player
name = "Frozen_FX"
ID = 592
stateno = 592
pos = -10,-75+(random>500)
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.5
size.yscale = 0.5
ignorehitpause = 0

;Frozen FX - Counter (Air)
[State -2, Explod]
type = Helper
triggerall = !numhelper(593)
trigger1 = enemynear, stateno = 526
triggerall = p2movetype = H
helpertype = normal ;player
name = "Frozen_FX"
ID = 593
stateno = 593
pos = -10,-75+(random>500)
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.44
size.yscale = 0.5
ignorehitpause = 0

;Frozen FX - MB
[State -2, Helper]
type = Helper
triggerall = !numhelper(594)
trigger1 = enemynear, stateno = 595 || enemynear, stateno = 6020
trigger1 = p2movetype = H
helpertype = normal ;player
name = "Frozen_FX"
ID = 594
stateno = 594
pos = -10,-75+(random>500)
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.5
size.yscale = 0.5
ignorehitpause = 0

;Fire FX
[State -2, Helper]
type = Helper
triggerall = !numhelper(1516)
trigger1 = enemynear, stateno = 1515 && p2movetype = H || enemynear, stateno = 6021 && p2movetype = H
helpertype = normal ;player
name = "Burn_FX"
ID = 1516
stateno = 1516
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
scale = const(size.xscale),const(size.yscale)

;Electrocution FX
[State -2, Helper]
type = Helper
triggerall = !numhelper(1416)
trigger1 = enemynear, stateno = 1415 && p2movetype = H || enemynear, stateno = 6022 && p2movetype = H
helpertype = normal ;player
name = "Electro_FX"
ID = 1416
stateno = 1416
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = ifelse((enemynear,stateno = 6022),0.5,0.44)
size.yscale = ifelse((enemynear,stateno = 6022),0.5,0.5)


;==================================================================================
;==================================================================================
;==================================================================================


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


;========================VOCALS=======================


;Tessa's Death Screams
[State -3, PlaySnd]
type = PlaySnd
triggerall = var(1) = [1,250]
triggerall = Time = 1 && alive = 0
trigger1 = stateno = 5030 || stateno = 5071 || stateno = 5081
value = 5000,2
echo = 1

[State -3, PlaySnd]
type = PlaySnd
triggerall = var(1) = [251,500]
triggerall = Time = 1 && alive = 0
trigger1 = stateno = 5030 || stateno = 5071 || stateno = 5081
value = 5000,3
echo = 1



;=====================GUARD SHIELD=======================

;Tessa's Standing Guard Shield - Hit
[State -3, Explod]
type = Explod
triggerall = NumExplod(136) = 0
triggerall = stateno = 150
trigger1 = Time = 0
anim = 136
ID = 136
pos = 0,50
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = 99999
scale = 0.6,0.75
facing = 1
sprpriority = 1
ontop = 0
ownpal = 0
trans = add1
removeongethit = 1


[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = stateno = 130 || stateno = 140 || statetype = C || statetype = A
Trigger2 = movetype = A || stateno = 0 || stateno = 20 || stateno = 40 || stateno = [700,703]
trigger3 = stateno = [5000, 5210]
id = 136


;Tessa's Standing Guard Shield - After Guard
[State -3, Explod]
type = Explod
triggerall = NumExplod(135) = 0
;triggerall = prevstateno = 151
trigger1 = stateno = 130 && anim = 130;hitover;Time = 0 && command = "holdback"
anim = 135
ID = 135
pos = 0,50
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = 99999
facing = 1
scale = 0.6,0.75
sprpriority = 1
ontop = 0
ownpal = 0
trans = add1
removeongethit = 1

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = stateno = 150 || stateno = 140 || statetype = C || statetype = A
Trigger2 = movetype = A || stateno = 0 || stateno = 20 || stateno = 40 || stateno = [700,703]
trigger3 = stateno = [5000, 5210]
id = 135

;Tessa's Crouching Guard Shield - Hit
[State -3, Explod]
type = Explod
triggerall = NumExplod(138) = 0
triggerall = stateno = 152
trigger1 = Time = 0
anim = 138
ID = 138
pos = 0,20
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = 99999
scale = 0.6,0.75
facing = 1
sprpriority = 1
ontop = 0
ownpal = 0
trans = add1
removeongethit = 1

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = stateno = 131 || stateno = 140 || statetype = S || statetype = A
Trigger2 = movetype = A || stateno = 11 || stateno = 20 || stateno = 40 || stateno = [700,703]
trigger3 = stateno = [5000, 5210]
id = 138


;Tessa's Crouching Guard Shield - After Guard
[State -3, Explod]
type = Explod
triggerall = NumExplod(137) = 0
;triggerall = prevstateno = 153
trigger1 = stateno = 131 && anim = 131;hitover;Time = 0 && command = "holdback"
anim = 137
ID = 137
pos = 0,20
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = 99999
facing = 1
scale = 0.6,0.75
sprpriority = 1
ontop = 0
ownpal = 0
trans = add1
removeongethit = 1

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = stateno = 152 || stateno = 140 || statetype = S || statetype = A
Trigger2 = movetype = A || stateno = 0 || stateno = 20 || stateno = 40 || stateno = [700,703]
trigger3 = stateno = [5000, 5210]
id = 137


;Tessa's Air Guard Shield - Hit
[State -3, Explod]
type = Explod
triggerall = NumExplod(140) = 0
triggerall = stateno = 154
trigger1 = Time = 0
anim = 136
ID = 140
pos = 0,50
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = 99999
scale = 0.6,0.75
facing = 1
sprpriority = 1
ontop = 0
ownpal = 0
trans = add1
removeongethit = 1

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = stateno = 132 || stateno = 140 || statetype = S || statetype = C
Trigger2 = movetype = A || stateno = 0 || stateno = 20 || stateno = 40
trigger3 = stateno = [5000, 5210]
id = 140

;Tessa's Air Guard Shield - After Guard
[State -3, Explod]
type = Explod
triggerall = NumExplod(139) = 0
;triggerall = prevstateno = 155 && command = "holdback"
trigger1 = stateno = 132 && anim = 132;hitover;Time = 0 && command = "holdback"
anim = 135
ID = 139
pos = 0,50
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = 99999
facing = 1
scale = 0.6,0.75
sprpriority = 1
ontop = 0
ownpal = 0
trans = add1
removeongethit = 1

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = stateno = 154 || stateno = 140 || statetype = S || statetype = C
Trigger2 = movetype = A || stateno = 0 || stateno = 20 || stateno = 40
trigger3 = stateno = [5000, 5210]
id = 139

;============================= STAFF ============================

[State -3, Helper]
type = Helper
trigger1 = !NumHelper(300) ; !NumHelper(10000)
helpertype = normal ;player
name = "Staff"
ID = 300;10000
stateno = 300;19999
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.44
size.yscale = 0.5


;=================Reverie Sword ============================

;Tessa's sword during startup (Light)
[State -3, Explod]
type = Explod
Triggerall = numhelper(1290) = 0
trigger1 = anim = 1200
anim = 1206
ID = 1290
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
facing = 1
scale = 0.6,0.65
sprpriority = 3
ontop = 0
ownpal = 0
removeongethit = 1



[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = stateno = 1205 || movetype = H
id = 1290



;Tessa's sword during startup (Medium)
[State -3, Explod]
type = Explod
Triggerall = numhelper(1291) = 0
trigger1 = anim = 1201
anim = 1207
ID = 1291
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
facing = 1
scale = 0.7,0.75
sprpriority = 3
ontop = 0
ownpal = 0
removeongethit = 1

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = anim = 1205 || movetype = H
id = 1291


;Tessa's sword during startup (Heavy)
[State -3, Explod]
type = Explod
Triggerall = numhelper(1292) = 0
trigger1 = anim = 1202
anim = 1208
ID = 1292
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
facing = 1
scale = 0.8,0.85
sprpriority = 3
ontop = 0
ownpal = 0
removeongethit = 1

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = anim = 1205 || movetype = H
id = 1292


;Tessa's Sword During Jump Light
[State -3, Explod]
type = Explod
triggerall = prevstateno = 1200
triggerall = NumExplod(1299) = 0
trigger1 = anim = 1203
anim = 1210
ID = 1299
pos = 40,-110
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = 9999
facing = 1
scale = 0.6,0.65
sprpriority = 3
ontop = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
removeongethit = 1
ignorehitpause = 1



[State -3, Explod]
type = Explod
triggerall = prevstateno = 1201
triggerall = NumExplod(1299) = 0
trigger1 = anim = 1204
anim = 1210
ID = 1299
pos = 40,-110
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = 9999
facing = 1
scale = 0.7,0.75
sprpriority = 3
ontop = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
removeongethit = 1
ignorehitpause = 1



[State -3, Explod]
type = Explod
triggerall = prevstateno = 1202
triggerall = NumExplod(1299) = 0
trigger1 = anim = 1205
anim = 1210
ID = 1299
pos = 40,-110
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = 9999
facing = 1
scale = 0.8,0.85
sprpriority = 3
ontop = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
removeongethit = 1
ignorehitpause = 1


[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = stateno = 660 || movetype = H
id = 1299




