;================================================================================================
;                                        HULK BY MGMURROW
;================================================================================================
;                          
[Data]
life = 1000
attack = 100
defence = 130
fall.defence_up = 70
liedown.time = 15
airjuggle = 15
sparkno = S0000
guard.sparkno = S7004
volume = 255 
KO.echo = 0
IntPersistIndex = 0
FloatPersistIndex = 0

[Size]
xscale = 1       
yscale = 1       
ground.back = 43     
ground.front = 40
air.back = 30
air.front = 38
attack.width = 10,10   
attack.dist = 160
proj.attack.dist = 90
shadowoffset = 12
draw.offset = 0,0

[Velocity]
walk.fwd  = 3.6     
walk.back = -2.4     
run.fwd  = 4.5, 0    
run.back = -4
jump.neu = 0,-8.7   
jump.back = -2.7    
jump.fwd = 2.9    
runjump.back = -3,-8.1 
runjump.fwd = 6.1,-10.5      
airjump.neu = 0,-8.1      
airjump.back = -2.55,-8.1
airjump.fwd = 2.5,-8.1

[Movement]
airjump.num = 0     
airjump.height = 35  
yaccel = .481      
stand.friction = .45  
crouch.friction = .42 

;===============================================================================================
;                                        Jumps and Dashes
;===============================================================================================
; RUN_FWD
[Statedef 100]
type    = S
physics = N
ctrl = 1
anim = 100
sprpriority = 1

[state 100]
type = assertspecial
trigger1 = 1
flag = nowalk

[State 100]
type =posset
trigger1=1
y=0

[State 100]
type = PlaySnd
trigger1 = animelem = 2
value =1,35
channel=2

[State 100]
type = PlaySnd
trigger1 = Time = 15
value =1,28
channel=1

[State 100]
type = SprPriority 
trigger1 = time <= 20
value = -2

[State 100]
type = VelSet
trigger1 = Time = [0,19]
x = 8

[State 100] 
type = VelSet
trigger1 = Time >= 20
x = 1

[State 100] 
type = PlayerPush
trigger1 = Time <= 20
value = 0

[State 100]
type = Explod
Anim = 7018
trigger1 = Time = 15
postype = P1
pos = -25,-2
bindtime = 1
removeTime = 11
sprpriority = 3
ownpal = 1

[State 100]
type = ChangeState
triggerall = Time >= 0
trigger1 = command = "holdback"
value = 120 
ctrl = 1

[State 100]
type = ChangeState
trigger1=animtime=0
value = 0

;------------------------
;Jump neutral
[Statedef 101]
type  = A
physics = A
anim = 41
ctrl = 1

[State 101]
type = turn
trigger1 = p2dist X <= -1
trigger1 = time >= 0

[State 101]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

;------------------------
; RUN_Back
[Statedef 105]
type    = S
physics = N
ctrl = 0
anim = 105
sprpriority = 1

[State 105]
type = PlaySnd
trigger1 = Time = 0
value =1,5

[State 105]
type = Velset
trigger1 = Time = 0
x = -7.5
y = 0

[State 105]
type = Velset
trigger1 = Time >= 14
x = 0
y = 0

[State 105]
type = turn
trigger1 = p2dist X <= -1
trigger1 = AnimElem >= 6

[State 105]
type = ChangeState
trigger1 = AnimElem >= 9
value = 0
ctrl = 1
;-------------------------
; Super jump start
[StateDef 110]
type = S
physics = S
anim = 40
ctrl = 0

[State 110]
type = turn
triggerall = p2dist X <= -3
trigger1 = time >= 0

[State 110]
type = VarSet
trigger1 = Time = 0
v = 4
value = 0

[State 110]
type = VarSet
trigger1 = command = "holdfwd"
v = 4
value = 1

[State 110]
type = VarSet
trigger1 = command = "holdback"
v = 4
value = -1

[State 110]
type = ChangeState
trigger1 = AnimTime = 0
value = 111
ctrl = 1

;---------------------------
;Super jump
[StateDef 111]
type = A
physics = A
anim = 41
ctrl = 1
velset = 0, -13.5

[State 111]
type=PlaySnd
trigger1=Time=0
value=1,17

[State 111]
type=Explod
Anim=7008
trigger1=time=0
postype=P1
pos=0,15
removetime=19
bindtime=1
removeongethit=1
sprpriority=1
ownpal=1
scale=1,1
persistent=0
pausemovetime=999
supermovetime=999

[State 111]
type = VelAdd
triggerall = Vel X >= -2
trigger1 = command = "holdback"
trigger1 = Anim != 43
x = -0.25

[State 111]
type = VelAdd
triggerall = Vel X <= 2.5
trigger1 = command = "holdfwd"
trigger1 = Anim != 42
x = 0.25

[State 111]
type = VelSet
trigger1 = Anim = 42
trigger1 = Time = [0,5]
x = 4

[State 111]
type = VelSet
trigger1 = Anim = 43
trigger1 = Time = [0,5]
x = -3.5

[State 111]
type = turn
triggerall = p2dist X <= -3
trigger1 = time >= 0

[State 111]
type = ChangeAnim
trigger1 = Var(4) = 0
trigger1 = Time = [0,5]
value = 41

[State 111]
type = ChangeAnim
trigger1 = Var(4) = 1
trigger1 = Time = [0,5]
trigger1 = Command = "holdfwd"
value = 42

[State 111]
type = ChangeAnim
trigger1 = Var(4) = -1
trigger1 = Time = [0,5]
trigger1 = Command = "holdback"
value = 43

;---------------------------
; Super jump start 2
[StateDef 112]
type = S
physics = S
anim = 40
ctrl = 0

[State 112]
type = ChangeState
triggerall = Time = 0
trigger1 = P2life=0
trigger2 = winko
value = 0
ctrl = 1

[State 112]
type = turn
triggerall = p2dist X <= -3
trigger1 = time >= 0

[State 112]
type = ChangeState
trigger1 = AnimTime = 0
value = 113
ctrl = 1

;-----------------------------
;Super jump 2
[StateDef 113]
type = A
physics = A
anim = 41
ctrl = 1
velset = 2.5, -12.9

[State 113]
type = VelSet
trigger1 = Anim = 42
trigger1 = Time = [0,5]
x = 4

[State 113]
type = VelSet
trigger1 = Anim = 43
trigger1 = Time = [0,5]
x = -3.5

[State 113]
type = turn
trigger1 = p2dist X <= -3
trigger1 = time >= 0

[State 113]
type=PlaySnd
trigger1=Time=0
value=1,17

[State 113]
type=Explod
Anim=7008
trigger1=time=0
postype=P1
pos=0,15
removetime=19
bindtime=1
removeongethit=1
sprpriority=1
ownpal=1
scale=1,1
persistent=0
pausemovetime=999
supermovetime=999

[State 113]
type = ChangeAnim
trigger1 = Var(4) = 0
trigger1 = Time = [0,5]
value = 41

[State 113]
type = ChangeAnim
trigger1 = Var(4) = 1
trigger1 = Command = "holdfwd"
value = 42

[State 113]
type = ChangeAnim
trigger1 = Var(4) = -1
trigger1 = Command = "holdback"
value = 43

[State 113]
type = Changestate
triggerall = time >= 8
triggerall= p2life != 0
trigger1 = Var(4) = 0
trigger1 = anim = 41
value = 600

;==============================================================================================
;                                            TAUNT
;==============================================================================================
;Taunt
[Statedef 106]
type = S
movetype= A
physics = S
Velset = 0,0
ctrl = 0

[State 106]
type = VarRandom
triggerall = Time = 0
trigger1 = ctrl = 0
v = 6
range = 0

[State 106]
type = ChangeState
triggerall = var(6) = 1
trigger1 = Time = 0
value = 115

[State 106]
type = ChangeState
triggerall = var(6) = 0
trigger1 = Time = 0
value = 117
;==============================================================================================
;                                           Taunt
;==============================================================================================
;Taunt
[Statedef 115]
type = S
movetype= A
physics = S
Velset = 0,0
anim = Ifelse(random>=500,115,116)
ctrl = 0

[State 115]
type = PlaySnd
trigger1 = Time=3
value =2,ifelse(random>=500,61,62)
channel=2

[State 115, PosAdd]
type = PosAdd
trigger1 =Anim=115
trigger1 =Animelem=1
x=-9

[State 115, PosAdd]
type = PosAdd
trigger1 =Anim=115
trigger1 =Animtime=0
x=9

[State 115, PosAdd]
type = PosAdd
trigger1 =Anim=116
trigger1 =Animelem=2
x=3
y=1

[State 115, PosAdd]
type = PosAdd
trigger1 =Anim=116
trigger1 =Animelem=10
x=-3
y=-1

[State 115, PowerAdd]
type = PowerAdd
trigger1 = !Time
value = 200

[State 115]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
;Taunt
[Statedef 117]
type = S
movetype= A
physics = S
Velset = 0,0
anim = 117
ctrl = 0

[State 117]
type = PlaySnd
trigger1 = Animelem=1
value =2,90
channel=2

[State 117]
type = PlaySnd
trigger1 = Animelem=2||Animelem=6
value =2,88
channel=1

[State 117]
type = PlaySnd
trigger1 = Animelem=4||Animelem=8
value =2,89
channel=1

[State 117, PowerAdd]
type = PowerAdd
trigger1 = !Time
value = 200

[State 117]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;==============================================================================================
;                                           Lose By Time
;==============================================================================================
; 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

;================================================================================================
;                                            Win Poses
;================================================================================================
[Statedef 180]
type = S
ctrl = 0
anim = 9741

[State 180]
type = VarRandom
trigger1 = time = 0
v = 1
range = 0,6

[State 180, 1]
type = ChangeState
trigger1 = var(1) = 0
value = 181

[State 180, 2]
type = ChangeState
trigger1 = var(1) = 1
value = 182

[State 180, 3]
type = ChangeState
trigger1 = var(1) = 2
value = 183

[State 180, 4]
type = ChangeState
trigger1 = var(1) = 3
value = 184

[State 180, 5]
type = ChangeState
trigger1 = var(1) = 4
value = 185

[State 180, 6]
type = ChangeState
trigger1 = var(1) = 5
value = 186

[State 180, 7]
type = ChangeState
trigger1 = var(1) = 6
value = 187

;--------------------------------
;Win Pose Who's Next
[Statedef 181]
type = S
ctrl = 0
anim = 181

[State 181, PlaySnd]
type = PlaySnd
trigger1 =Animelem= 8
value = S2,ifelse(random>=500,61,62)
channel =2

[State 181]
type = AssertSpecial
trigger1 = time <= 200
flag = RoundNotOver

;--------------------------------
;Win Pose Fist
[Statedef 182]
type = S
ctrl = 0
anim = 182

[State 182, PlaySnd]
type = PlaySnd
trigger1 =Animelem= 10
value = S2,ifelse(random>=500,14,18)
channel =2

[State 182]
type = AssertSpecial
trigger1 = time <= 200
flag = RoundNotOver

;--------------------------------
;Win Pose Turns Back Wind
[Statedef 183]
type = S
ctrl = 0
anim = 183

[State 183, PlaySnd]
type = PlaySnd
trigger1 =Animelem= 10
value = S2,64
channel =2

[State 183]
type = AssertSpecial
trigger1 = time <= 200
flag = RoundNotOver

;--------------------------------
;Win Pose Turns Back Smile
[Statedef 184]
type = S
ctrl = 0
anim = 184

[State 184, PlaySnd]
type = PlaySnd
trigger1 =Animelem= 8
value = S2,ifelse(random>=500,61,62)
channel =2

[State 184]
type = AssertSpecial
trigger1 = time <= 200
flag = RoundNotOver


;--------------------------------
;Win Pose Turns Sad
[Statedef 185]
type = S
ctrl = 0
anim = 185

[State 185, PlaySnd]
type = PlaySnd
trigger1 =Animelem= 10
value = S2,85
channel =2

[State 185]
type = AssertSpecial
trigger1 = time <= 275
flag = RoundNotOver

;--------------------------------
;Win Pose Turns Walks Away
[Statedef 186]
type = S
ctrl = 0
anim = 186

[State 186, PlaySnd]
type = PlaySnd
trigger1 =Animelem= 8
value = S2,85
channel =2

[State 186, Turn]
type = Turn
trigger1 =Animelem=8

[State 186, VelSet]
type = VelSet
trigger1 =Animelem=10
x = 3.6
y = 0

[State 186, ScreenBound]
type = ScreenBound
trigger1 =Anim=186
trigger1 =Time>=56
value = 0
movecamera = 0,0

[State 186]
type = AssertSpecial
trigger1 = time <= 320
flag = RoundNotOver

;--------------------------------
;Win Pose Turns Sad
[Statedef 187]
type = S
ctrl = 0
anim = 187

[State 187, PlaySnd]
type = PlaySnd
trigger1 =Animelem= 10
value = S2,85
channel =2

[State 187]
type = AssertSpecial
trigger1 = time <= 275
flag = RoundNotOver
;================================================================================================
;                                           Introduction
;================================================================================================
; INTRODUCTION
[Statedef 190]
type =S
ctrl =0
anim =0

[State 190]
type =VarRandom
trigger1 =!time
v =3
range =0;;;3

[State 190, 1]
type =ChangeState
trigger1 =var(3)=1;;0
value =191

[State 190, 2]
type =ChangeState
trigger1 =var(3)=0;;1
value =192

[State 190, 3]
type =ChangeState
trigger1 =var(3)=2
value =193

[State 190, 4]
type =ChangeState
trigger1 =var(3)=3
value =194

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

[State 191] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191]
type = PlaySnd
trigger1 = Time = 23
value =52,0
channel=1

[State 191]
type = ChangeState
trigger1 = AnimTime = 0
value = 1192
ctrl = 0

;Fall Land
[Statedef 1192]
type = S
ctrl = 0
anim = 1191
velset = 0,0

[State 1191]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 1191]
type = EnvShake
trigger1 = !Time
time = 15
ampl = -6
freq = 150
phase = 1

[State 1191]
type=Explod
trigger1 = !Time
persistent = 0
anim = 6050
pos= -10,0
postype = p1
sprpriority = 5
bindtime = 1
ownpal = 1

[State 1191]
type=Explod
trigger1 = !Time
persistent = 0
anim = 6051
pos= -10,0
postype = p1
sprpriority = -5
bindtime = 1
ownpal = 1

[State 1191]
type = PlaySnd
trigger1 = Animelem=2
value =2,23
channel=2

[State 1191]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;--------------------------------
; Intro Bruce Banner
[Statedef 192]
type=S
ctrl=0
anim=192
velset=0,0

[State 192]
type=AssertSpecial
trigger1=1
flag=Intro

[State 192, VarSet]
type = VarSet
trigger1 =!Time
v = 3
value = ifelse(Random<=300,0,Ifelse(random>=700,1,2))

[State 192, PlaySnd]
type = PlaySnd
trigger1 = Animelem=13
value = S2,ifelse(var(3)=0,91,Ifelse(var(3)=1,92,93))
channel = 2

[State 192, PlaySnd]
type = PlaySnd
trigger1 = Time=230
value = S2,ifelse(var(3)=0,94,Ifelse(var(3)=1,95,96))
channel = 2

[State 192, EnvShake]
type = EnvShake
trigger1=animelem=29||animelem=30||animelem=32||animelem=34
time = 10
freq = 140
ampl = -4

[State 192, EnvShake]
type = EnvShake
trigger1=animelem=35
time = 45
freq = 160
ampl = -6

[State 192]
type=PlaySnd
trigger1=animelem=26||animelem=27||animelem=28||animelem=32||animelem=34
value=1,66
channel=3

[State 192]
type=PlaySnd
trigger1=animelem=29||animelem=30||animelem=33||animelem=34
value=1,ifelse(random<=300,63,ifelse(random>=700,64,65))
channel=1

[State 192]
type=PlaySnd
trigger1=Animelem=35
value=2,45
channel=2

[State 192, fadein from black]
type=PalFX
trigger1=Animelemtime(34)=39
time=24
add=-255,-255,-255
sinadd=255,255,255,120

[State 192, PlaySnd]
type = PlaySnd
trigger1=Animelemtime(34)=39
value = S1,68
volume = 0
channel = 1

[State 192, Clothes]
type=Explod
trigger1=Animelemtime(34)=40
anim=6024
ID=6024
pos=0,0
postype=p1  ;p2,front,back,left,right
bindtime=1
sprpriority=3
ownpal=1

[State 192, Clothes]
type=Explod
trigger1=Animelemtime(34)=40
anim=6025
ID=6025
pos=0,0
postype=p1  ;p2,front,back,left,right
bindtime=1
sprpriority=-3
ownpal=1

[State 192]
type=ChangeState
trigger1=Animtime=0
value=0


;--------------------------------
; Intro Standing Yell
[Statedef 193]
type=S
ctrl=0
anim=193
velset=0,0

[State 193]
type=AssertSpecial
trigger1=1
flag=Intro

[State 193]
type=PlaySnd
trigger1=Animelem=7
value=2,14
channel=2

[State 193, EnvShake]
type = EnvShake
trigger1=animelem=11
time = 85
freq = 140
ampl = -6

[State 193]
type=PlaySnd
trigger1=Animelem=11
value=2,29
channel=2

[State 193]
type=ChangeState
trigger1=Animtime=0
value=0

;-------------------------
;Fall Break Ground
[Statedef 194]
type = S
ctrl = 0
anim = 194
velset = 0,0

[State 194]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 194]
type = PlaySnd
trigger1 = Time = 23
value =52,0
channel=1

[State 194]
type = ChangeState
trigger1 = AnimTime = 0
value = 1194
ctrl = 0

;Fall Land
[Statedef 1194]
type = S
ctrl = 0
anim = 1194
velset = 0,0

[State 1194]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 1194, PosSet]
type =PosSet
trigger1 =1
y =0

[State 1194]
type = EnvShake
trigger1 =!Time
time = 15
ampl = -6
freq = 150
phase = 1

[State 1194]
type=Explod
trigger1 =!Time
persistent = 0
anim = 6050
pos= -10,0
postype = p1
sprpriority = 5
bindtime = 1
ownpal = 1

[State 1194]
type=Explod
trigger1 =!Time
persistent = 0
anim = 6051
pos= -10,0
postype = p1
sprpriority = -5
bindtime = 1
ownpal = 1

[State 1194]
type = PlaySnd
trigger1 = !Time
value =2,34
channel=2

[State 1194, Rocks]
type = helper
trigger1 = !Time
stateno = 4500
id = 4500
pos = 90,10
postype = p1
sprpriority =4
helpertype = normal
ownpal = 1
persistent=0

[State 3206, Rocks]
type = helper
trigger1=!Time
stateno = 4550
id = 4550
pos = 90,0
postype = p1
sprpriority =-5
helpertype = normal
ownpal = 1

[State 1194]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;==============================================================================================
;                                          Standing Attacks
;==============================================================================================
;Light Punch
[Statedef 200]
type    = S                  
movetype= A                  
physics = S                
juggle  = 1                
ctrl = 0                                              
poweradd = 20                    
sprpriority = 2                  

[State 200]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 200
value = 200

[State 200, Velset when not chained from dash]
type = Velset
triggerall = PrevStateno != [100,105]
trigger1 = Time = 0
x = 0
y = 0

[State 200]
type = PlaySnd
trigger1 = Animelem = 1
value = 0,0
channel=1

[State 200]
type = PlaySnd
trigger1 = Animelem = 1
value = 2,Ifelse(random<=250,11,Ifelse(random<=500,12,Ifelse(random<=750,13,99)))
channel=2

[State 200]
type=HitDef
trigger1=Animelem=3
priority=3,Hit
attr=S,NA
guardflag=MA
hitflag=MAF
damage=40,5
animtype=Light
air.animtype=Back
fall.animtype=Back
ground.type=High
air.type=Low
getpower=20,5
givepower=21,8 
pausetime=10,10
sparkno=S7000
guard.sparkno=S7004
sparkxy=-30,-90
hitsound=S0,4               
guardsound=S0,12
guard.slidetime = 8
guard.hittime = 15
guard.ctrltime = 15
guard.velocity = -8               
ground.type = High               
ground.slidetime = 15          
ground.hittime = 22         
ground.velocity = 1                         
airguard.velocity = -3.3                       
air.velocity = -3.3,-3  
ground.cornerpush.veloff = -3      

[State 200]
type = StateTypeSet
trigger1 = animelem =4      
movetype = I        

[State 200]
type = VarRandom
triggerall = Time = 0
trigger1 = ctrl = 0
v = 21
range = 0,2

[State 200]
type = ChangeState
triggerall = var(20) = 20
triggerall = p2life != 0
triggerall = Movehit = 1
triggerall = var(21) = 0
trigger1 = ctrl = 0
value = 430

[State 200]
type = ChangeState
triggerall = var(20) = 20
triggerall = p2life != 0
triggerall = Movehit = 1
triggerall = var(21) = 1
trigger1 = ctrl = 0
value = 210

[State 200]
type = ChangeState
triggerall = var(20) = 20
triggerall = p2life != 0
triggerall = Movehit = 1
triggerall = var(21) = 2
trigger1 = ctrl = 0
value = 220

[State 200]
type = ChangeState
triggerall = var(20) = 20
triggerall = p2life != 0
triggerall = Moveguarded = 1
trigger1 = ctrl = 0
value = 430

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

;------------------------------------
;Medium Punch
[Statedef 210]
type    = S                  
movetype= A                  
physics = S                
juggle  = 1                
ctrl = 0                                               
poweradd = 35                    
sprpriority = 2                  

[State 210]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 210
value = 210

[State 210, Velset when not chained from dash]
type = Velset
triggerall = PrevStateno != [100,105]
trigger1 = Time = 0
x = 0
y = 0

[State 210]
type = PlaySnd
trigger1 = Animelem = 1
value = 0,1
channel=1

[State 210]
type = PlaySnd
trigger1 = Animelem = 1
value = 2,Ifelse(random<=250,14,Ifelse(random<=500,15,Ifelse(random<=750,16,99)))
channel=2

[State 210]
type=HitDef
trigger1=Animelem=5
priority=3,Hit
attr=S,NA
guardflag=MA
hitflag=MAF
damage=55,5
animtype=Medium
air.animtype=Back
fall.animtype=Back
ground.type=Low
air.type=Low
getpower=25,5
givepower=21,8 
pausetime=10,10
sparkno=S7001
guard.sparkno=S7004
sparkxy=-3,-82
hitsound=S0,5              
guardsound=S0,12
guard.slidetime = 8
guard.hittime = 15
guard.ctrltime = 15
guard.velocity = -10
ground.type = Low
ground.slidetime = 15
ground.hittime = 22
ground.velocity = -4.5
air.velocity = -4,-3.2
airguard.velocity = -3,-2.8      

[State 210]
type = StateTypeSet
trigger1 = animelem =6      
movetype = I        

[State 210]
type = VarRandom
triggerall = Time = 0
trigger1 = ctrl = 0
v = 21
range = 0,2

[State 210]
type = ChangeState
triggerall = var(20) = 20
triggerall = p2life != 0
triggerall = Movehit = 1
triggerall = var(21) = 0
trigger1 = ctrl = 0
value = 1302

[State 210]
type = ChangeState
triggerall = var(20) = 20
triggerall = p2life != 0
triggerall = Movehit = 1
triggerall = var(21) = 1
trigger1 = ctrl = 0
value = 440

[State 210]
type = ChangeState
triggerall = var(20) = 20
triggerall = p2life != 0
triggerall = Movehit = 1
triggerall = var(21) = 2
trigger1 = ctrl = 0
value = 1202

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

;------------------------------------
;Hard Punch
[Statedef 220]
type    = S                  
movetype= A                  
physics = S                
juggle  = 1                
ctrl = 0                                              
poweradd = 50                    
sprpriority = 2                  

[State 220]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 220
value = 220

[State 220, Velset when not chained from dash]
type = Velset
triggerall = PrevStateno != [100,105]
trigger1 = Time = 0
x = 0
y = 0

[State 220]
type = PlaySnd
trigger1 = Animelem =1
value = 0,2
channel=1

[State 220]
type = PlaySnd
trigger1 = Animelem = 1
value = 2,Ifelse(random<=250,17,Ifelse(random<=500,18,Ifelse(random<=750,19,99)))
channel=2

[State 220]
type=HitDef
trigger1=Animelem=3
priority=3,Hit
attr=S,NA
guardflag=MA
hitflag=MAF
damage=75,10
animtype=Hard
air.animtype=Back
fall.animtype=Back
ground.type=High
air.type=Low
getpower=30,5
givepower=21,8 
pausetime=12,11
sparkno=S7002
guard.sparkno=S7004
sparkxy=-13,-67
hitsound=S0,6               
guardsound=S0,12
guard.slidetime = 20
guard.hittime = 25
guard.ctrltime = 25
guard.velocity = -18
guard.pausetime =15,10
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -11,-6.8
air.velocity = -12,-6.1
airguard.velocity = -5.5,-2.8      

[State 220]
type = StateTypeSet
trigger1 = animelem =4      
movetype = I        

[State 220]
type = VarRandom
triggerall = Time = 0
trigger1 = ctrl = 0
v = 21
range = 0,2

[State 220]
type =null; ChangeState
triggerall = var(20) = 20
triggerall = p2life != 0
triggerall = Moveguarded = 1
trigger1 = ctrl = 0
value = ifelse(var(23)=23&&p2statetype=C,246,430)

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

;------------------------------------
;Light Kick
[Statedef 230]
type    = S                  
movetype= A                  
physics = S                
juggle  = 1                
ctrl = 0                                               
poweradd = 20                    
sprpriority = 2                  

[State 230]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 230
value = 230

[State 230, Velset when not chained from dash]
type = Velset
triggerall = PrevStateno != [100,105]
trigger1 = Time = 0
x = 0
y = 0

[State 230]
type = PlaySnd
trigger1 = Animelem =1
value = 0,0
channel=1

[State 230]
type = PlaySnd
trigger1 = Animelem = 1
value = 2,Ifelse(random<=250,11,Ifelse(random<=500,12,Ifelse(random<=750,13,99)))
channel=2

[State 230]
type=HitDef
trigger1=Animelem=4
priority=3,Hit
attr=S,NA
guardflag=MA
hitflag=MAF
damage=30,5
animtype=Light
air.animtype=Back
fall.animtype=Back
ground.type=Low
air.type=Low
getpower=10,5
givepower=11,8 
pausetime=10,10
sparkno=S7000
guard.sparkno=S7004
sparkxy=0,-13
hitsound=S0,8               
guardsound=S0,13
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -3.6
air.velocity = -3.1,-4.5
airguard.velocity = -2.8,-3
guard.slidetime = 8
guard.hittime = 15
guard.ctrltime = 15
guard.velocity = -8      

[State 230]
type = StateTypeSet
trigger1 = animelem =5     
movetype = I        

[State 230]
type = VarRandom
triggerall = Time = 0
trigger1 = ctrl = 0
v = 21
range = 0,2

[State 230]
type =null; ChangeState
triggerall = var(20) = 20
triggerall = p2life != 0
triggerall = Moveguarded = 1
trigger1 = ctrl = 0
value = ifelse(var(23)=23&&p2statetype=C,246,430)

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

;------------------------------------
;Medium Kick
[Statedef 240]
type    = S                  
movetype= A                  
physics = S                
juggle  = 1                
ctrl = 0                        
anim = 240                       
poweradd = 35                    
sprpriority = 2                  

[State 240]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 240
value = 240

[State 240, Velset when not chained from dash]
type = Velset
triggerall = PrevStateno != [100,105]
trigger1 = Time = 0
x = 0
y = 0

[State 240]
type = PlaySnd
trigger1 = Animelem =1
value = 0,2
channel=1

[State 240]
type = PlaySnd
trigger1 = Animelem = 1
value = 2,Ifelse(random<=250,14,Ifelse(random<=500,15,Ifelse(random<=750,16,99)))
channel=2

[State 240]
type=HitDef
trigger1=Animelem=4
priority=3,Hit
attr=S,NA
guardflag=MA
hitflag=MAF
damage=50,5
animtype=Medium
air.animtype=Back
fall.animtype=Back
ground.type=High
air.type=Low
getpower=20,5
givepower=21,8 
pausetime=11,12
sparkno=S7001
guard.sparkno=S7004
sparkxy=-10,-80
hitsound=S0,9               
guardsound=S0,13
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4.6
air.velocity = -4.3,-3.5
airguard.velocity = -3.2,-3
guard.slidetime = 12
guard.hittime = 15
guard.ctrltime = 15
guard.velocity = -10      

[State 240]
type = StateTypeSet
trigger1 = animelem =5     
movetype = I        

[State 240]
type = VarRandom
triggerall = Time = 0
trigger1 = ctrl = 0
v = 21
range = 0,2

[State 240]
type =null; ChangeState
triggerall = var(20) = 20
triggerall = p2life != 0
triggerall = Moveguarded = 1
trigger1 = ctrl = 0
value = ifelse(var(23)=23&&p2statetype=C,246,430)

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

;------------------------------------
;Hard Kick
[Statedef 250]
type    = S                  
movetype= A                  
physics = S                
juggle  = 1                
ctrl = 0                                               
poweradd = 50                    
sprpriority = 2                  

[State 250]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 250
value = 250

[State 250, Velset when not chained from dash]
type = Velset
triggerall = PrevStateno != [100,105]
trigger1 = Time = 0
x = 0
y = 0

[State 250]
type = PlaySnd
trigger1 = Animelem =1
value = 0,3
channel=1

[State 250]
type = PlaySnd
trigger1 = Animelem = 1
value = 2,Ifelse(random<=250,17,Ifelse(random<=500,18,Ifelse(random<=750,19,99)))
channel=2

[State 250]
type=HitDef
trigger1=Animelem=6
priority=3,Hit
attr=S,NA
guardflag=MA
hitflag=MAF
damage=35,5
animtype=Hard
air.animtype=Back
fall.animtype=Back
ground.type=Low
air.type=Low
getpower=15,3
givepower=15,3 
pausetime=7,11
sparkno=S7002
guard.sparkno=S7004
sparkxy=-35,-78
hitsound=S0,10               
guardsound=S0,13
ground.type = low
ground.slidetime = 25
ground.hittime = 30
ground.velocity = 0
air.type = Low
air.velocity = 0,-1
air.hittime = 10     

[State 250]
type = HitDef
trigger1 = AnimElem = 7
animtype = Heavy
attr = S, NA
damage =105,10
getpower = 30,10
givepower=15,5
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 14,14
sparkno = S7000
sparkxy = -35,-78
guard.sparkno = S7004
hitsound = s0,7
guardsound = s0,13
ground.slidetime = 20
ground.hittime = 30
ground.velocity = 0,-13
air.velocity = -1,-12
air.hittime = 30
guard.slidetime = 20
guard.hittime = 25
guard.ctrltime = 25
guard.velocity = -18

[State 250]
type = StateTypeSet
trigger1 = animelem =8      
movetype = I        

[State 250]
type = VarRandom
triggerall = Time = 0
trigger1 = ctrl = 0
v = 21
range = 0,2

[State 250]
type =null; ChangeState
triggerall = var(20) = 20
triggerall = p2life != 0
triggerall = Moveguarded = 1
trigger1 = ctrl = 0
value = ifelse(var(23)=23&&p2statetype=C,246,430)

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

;==============================================================================================
;                                          Crouching Attacks
;==============================================================================================
;Crouching light punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 20
ctrl = 0
velset= vel x*(prevstateno=[100,106]),0
sprpriority = 2

[State 400]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 400
value = 400

[State 400, Velset when not chained from dash]
type = Velset
triggerall = PrevStateno != [100,105]
trigger1 = Time = 0
x = 0
y = 0

[State 400]
type=PlaySnd
trigger1=Animelem=1
value=0,0
channel=1

[State 400]
type = PlaySnd
trigger1 = Animelem = 1
value = 2,Ifelse(random<=250,11,Ifelse(random<=500,12,Ifelse(random<=750,13,99)))
channel=2

[State 400]
type=HitDef
trigger1=numtarget(3600)=0
trigger1=var(31)=0
trigger1=animelem=3
priority=3,Hit
attr=C,NA
damage=30,5
animtype=Light
air.animtype=Back
fall.animtype=Back
ground.type=Low
air.type=Low
getpower = 10,5
givepower = 11,8 
guardflag = MA
hitflag = MAFD
pausetime=10,10
sparkno=S7000
guard.sparkno=S7004
sparkxy =-2,-80
hitsound = S0,4                  
guardsound=S0,12
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3
air.velocity = -1.3,-3
guard.velocity = -5
yaccel = .5
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 
guard.slidetime = 8
guard.hittime = 15
guard.ctrltime = 15
guard.velocity = -8                

[State 400]
type=StateTypeSet
trigger1=animelem=4     
movetype=I        

[State 400,normal dampener 4]
type=VarSet
trigger1=movehit&&var(25)=0
trigger2=numtarget&&var(25)=0
var(25)=4

[State 400]
type = VarRandom
triggerall = Time = 0
trigger1 = ctrl = 0
v = 21
range = 0,2

[State 400]
type = ChangeState
triggerall = var(20) = 20
triggerall = p2life != 0
triggerall = MoveHit
trigger1 = ctrl = 0
value = 420

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

;------------------------------------
;Crouching Medium punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 35
ctrl = 0
velset= vel x*(prevstateno=[100,106]),0
sprpriority = 2

[State 410]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 410
value = 410

[State 410, Velset when not chained from dash]
type = Velset
triggerall = PrevStateno != [100,105]
trigger1 = Time = 0
x = 0
y = 0

[State 410]
type=PlaySnd
trigger1=Animelem=1
value=0,2
channel=1

[State 410]
type = PlaySnd
trigger1 = Animelem = 2
value = 2,Ifelse(random<=250,14,Ifelse(random<=500,15,Ifelse(random<=750,16,99)))
channel=2

[State 410]
type=HitDef
trigger1=numtarget(3600)=0
trigger1=var(31)=0
trigger1=AnimElem=5
priority=3,Hit
attr = C, NA   
animtype=Medium
air.animtype=Back
fall.animtype=Back
ground.type=Low
air.type=Low
damage =40,5
getpower = 20,10                  
givepower = 15,8
guardflag = MA
hitflag = MAF
pausetime=11,12
sparkno=S7001
guard.sparkno=S7004
sparkxy =-5,-55
hitsound= S0,9
guardsound=S0,12
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4
air.velocity = -3.5,-3.2
yaccel = .5
guard.slidetime = 12
guard.hittime = 15
guard.ctrltime = 15
guard.velocity = -10
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0

[State 410]
type=StateTypeSet
trigger1=animelem=6      
movetype=I        

[State 410,normal dampener 4]
type=VarSet
trigger1=movehit&&var(25)=0
trigger2=numtarget&&var(25)=0
var(25)=4

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

;-----------------------------------------
;Crouching Strong punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 3
poweradd= 50
ctrl = 0
velset= vel x*(prevstateno=[100,106]),0
sprpriority = 2

[State 420]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 420
value = 420

[State 420, Velset when not chained from dash]
type = Velset
triggerall = PrevStateno != [100,105]
trigger1 = Time = 0
x = 0
y = 0

[State 420]
type=PlaySnd
trigger1=Animelem=1
value=0,3
channel=1

[State 420]
type = PlaySnd
trigger1 = Animelem = 1
value = 2,Ifelse(random<=250,17,Ifelse(random<=500,18,Ifelse(random<=750,19,99)))
channel=2

[State 420, Corner Push]
type= varset
trigger1= fvar(5)
trigger1= time<=20
fvar(5)= 0

[State 420]
type=HitDef
trigger1=numtarget(3600)=0
trigger1=var(31)=0
trigger1=AnimElem=3
priority=6,Hit
attr = C, NA
animtype=Hard
air.animtype=Back
fall.animtype=Back
ground.type=Low
air.type=Low
damage =20,3
getpower =20,5
givepower = 15,8
guardflag = MA
hitflag = MAFD
pausetime=6,9
guard.pausetime=6,2
sparkno=S7000
guard.sparkno=S7004
sparkxy =-20,-45
hitsound=S0,7
guardsound=S0,12
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = 1,-2
air.hittime = 40
air.velocity = 1,-2
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
nochainid = 1  ; ?? no rula en helper?
envshake.time = 5
envshake.ampl = -3

[State 420]
type=HitDef
trigger1=numtarget(3600)=0
trigger1=var(31)=0
trigger1=AnimElem=4
animtype = UP
air.animtype = UP
attr = c,NA
damage =80,10
getpower = 30,5
givepower = 15,8
guardflag = MA
hitflag = MAFD
priority = 6, Hit
pausetime = 14,14
sparkno = S7003
sparkxy =-20,-90
guard.sparkno = S7004
hitsound = s0,7
guardsound = s0,12
ground.type = low
ground.slidetime = 20
ground.hittime = 30
ground.velocity = 0,ifelse(prevstateno = 1003,-18,-13.7)
guard.velocity = -3
guard.pausetime =14,8
air.type = Low
air.velocity = 0,ifelse(prevstateno = 1003,-18,-12)
air.hittime = 40
id=420
p2stateno = 429

[State 420, Aerial-Rave Jump]
type = ChangeState
triggerall=var(20)=20
triggerall=movehit&&time>=22
trigger1=(target,stateno=429)&&(enemy,hitshakeover)
value=112

[State 420]
type=varset
triggerall=var(22)=0
trigger1=movehit
trigger2=numtarget
v=22
value=1

[State 420]
type=varset
triggerall=var(25)=1
trigger1=movehit
trigger2=numtarget
v=22
value=2

[State 420]
type=StateTypeSet
trigger1=animelem=5      
movetype=I        

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

;---------------------------
;Crouching Heavy Punch p2 Launched State
[Statedef 429]
type    = A
movetype= H
physics = N
velset = 0, 0
ctrl = 0

[State 429]
type = ChangeAnim2
trigger1 = Time = 0
value = 429

[State 429]
type = VelSet
trigger1 = AnimElem = 2
y = ifelse(pos Y<=-75,-11,ifelse(pos Y>=-50,-14.3,-12.5))

[State 429]
type = VelAdd
trigger1 = AnimElem = 2,>= 0
y = .5

[State 429]
type = VelSet
trigger1 = !Alive
x = -.5
y = -8

[State 429]
type = SelfState 
trigger1 = Time > 24
trigger1 = Vel Y >= 0
value = 5040
ctrl = 1

[State 429]
type = SelfState
trigger1 = !Alive
value = 5050

;------------------------------------------
;Crouching light kick
[Statedef 430]
type    = C
movetype= A
physics = C
juggle=ifelse((p2movetype=H&&p2statetype=A),10,5)
poweradd= 20
ctrl = 0
velset= vel x*(prevstateno=[100,106]),0
sprpriority = 2

[State 430]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 430
value = 430

[State 430]
type=PlaySnd
trigger1=Animelem=1
value=0,0
channel=1

[State 430]
type = PlaySnd
trigger1 = Animelem = 1
value = 2,Ifelse(random<=250,11,Ifelse(random<=500,12,Ifelse(random<=750,13,99)))
channel=2

[State 430]
type = HitDef
trigger1=numtarget(3600)=0
trigger1=var(31)=0
trigger1=AnimElem=4
priority=3,Hit
attr = C, NA
animtype=Light
air.animtype=Back
fall.animtype=Back
ground.type=Low
air.type=Low
damage =35,5
getpower = 10,5
givepower = 11,8
hitflag = MAFD
guardflag = L
pausetime =10,10
hitsound= S0,8
guardsound=S0,13
sparkno=S7000
guard.sparkno=S7004
sparkxy =0,7
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -3.6
air.velocity = -3.4,-3
guard.slidetime = 8
guard.hittime = 15
guard.ctrltime = 15
guard.velocity = -8 
ID=430

[State 430]
type=StateTypeSet
trigger1=animelem=5     
movetype=I        

[State 430,normal dampener 4]
type=VarSet
trigger1=movehit&&var(25)=0
trigger2=numtarget&&var(25)=0
var(25)=4

[State 430]
type = VarRandom
triggerall = Time = 0
trigger1 = ctrl = 0
v = 21
range = 0,2

[State 430]
type = ChangeState
triggerall = var(20) = 20 && movehit
triggerall=power>=ifelse(life>=500,2000,1000) && backedgebodydist <= 50
triggerall= p2life != 0
trigger1 = ctrl = 0
value = 3000

[State 430,1]
type = ChangeState
triggerall = var(20) = 20
;triggerall = prevstateno!=420
triggerall = p2life != 0
triggerall = MoveHit
trigger1 = ctrl = 0
value = 440

[State 200,1]
type = ChangeState
triggerall = var(20) = 20
triggerall = p2life != 0
triggerall = Moveguarded = 1
trigger1 = ctrl = 0
value = 200

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------
;Crouch Strong Kick p2 State
[Statedef 431]
type = A
movetype= H
physics = N
velset = 0, 0
ctrl = 0

[State 431]
type = SelfState
trigger1 = Time = 0
value = 5090

[State 431]
type = Gravity
trigger1 = 1

;--------------------------------------------
;Crouch Medium Kick
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 35
ctrl = 0
velset= vel x*(prevstateno=[100,106]),0
sprpriority = 2

[State 440]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 440
value = 440

[State 440]
type=PlaySnd
trigger1=Animelem=1
value=0,2
channel=1

[State 440]
type = PlaySnd
trigger1 = Animelem = 1
value = 2,Ifelse(random<=250,14,Ifelse(random<=500,15,Ifelse(random<=750,16,99)))
channel=2

[State 440]
type=HitDef
trigger1=numtarget(3600)=0
trigger1=var(31)=0
trigger1=AnimElem=3
priority=3,Hit
attr = C, NA    
animtype=Medium
air.animtype=Back
fall.animtype=Back
ground.type=Low
air.type=Low
damage =45,5
getpower = 20,10                  
givepower = 15,8
hitflag = MAFD
guardflag = L
pausetime =11,12
hitsound=S0,9
guardsound=S0,13
sparkno=S7001
guard.sparkno=S7004
sparkxy =-5,-47
guard.slidetime = 12
guard.hittime = 15
guard.ctrltime = 15
guard.velocity = -10
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -3
air.velocity = -1.8,-3
yaccel = .5
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
nochainid = 1  ; ?? no rula en helper?
envshake.time = 5
envshake.ampl = -3

[State 440]
type=StateTypeSet
trigger1=animelem=4      
movetype=I        

[State 440,normal dampener 4]
type=VarSet
trigger1=movehit&&var(25)=0
trigger2=numtarget&&var(25)=0
var(25)=4

[State 440]
type = VarRandom
triggerall = Time = 0
trigger1 = ctrl = 0
v = 21
range = 0,2

[State 440]
type = ChangeState
triggerall = var(20) = 20
triggerall =ifelse(var(23)=23,power>=1000,power>=ifelse(life>=500,2000,1000))
triggerall = p2life != 0
triggerall = MoveHit
trigger1 = ctrl = 0
value = 3000

[State 440]
type = ChangeState
triggerall = var(20) = 20
triggerall=ifelse(var(23)=23,power <1000,power<=ifelse(life>=500,1999,999))
triggerall = p2life != 0
triggerall = var(21) = 0
triggerall = MoveHit
trigger1 = ctrl = 0
value = 1302

[State 440]
type = ChangeState
triggerall = var(20) = 20
triggerall=ifelse(var(23)=23,power <1000,power<=ifelse(life>=500,1999,999))
triggerall = p2life != 0
triggerall = var(21) = 1
triggerall = MoveHit
trigger1 = ctrl = 0
value = 1202

[State 440]
type = ChangeState
triggerall = var(20) = 20
triggerall=ifelse(var(23)=23,power <1000,power<=ifelse(life>=500,1999,999))
triggerall = p2life != 0
triggerall = var(21) = 2
triggerall = MoveHit
trigger1 = ctrl = 0
value = 1000

[State 440]
type=VarSet
trigger1=movehit=1
trigger2=animtime=0
v=49
value=0

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

;----------------------------------------
;Crouch Strong Kick
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 50
ctrl = 0
velset= vel x*(prevstateno=[100,106]),0
sprpriority = 2

[State 450]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 450
value = 450

[State 450]
type=PlaySnd
trigger1=Animelem=1
value=0,3
channel=1

[State 450]
type = PlaySnd
trigger1 = Animelem = 1
value = 2,Ifelse(random<=250,17,Ifelse(random<=500,18,Ifelse(random<=750,19,99)))
channel=2

[State 450]
type=HitDef
trigger1=Animelem=5
priority=5,Hit
attr = C, NA
damage =75,10
animtype=Hard
air.animtype=Back
fall.animtype=Back
ground.type=Trip
air.type=Trip
getpower = 30,15
givepower = 15,8
hitflag = MAFD
guardflag = L
pausetime =14,11
sparkno=S7002
guard.sparkno=S7004
sparkxy =-5,-90
hitsound=S0,10
guardsound=S0,13
ground.slidetime = 22
ground.hittime = 25
ground.velocity = -5,-7
air.velocity = -5.4,-3.5
airguard.velocity = -3,-3 
;down.velocity = -11,0
guard.slidetime = 20
guard.hittime = 25
guard.ctrltime = 25
guard.velocity = -18

[State 450]
type=VarSet
trigger1=movehit&&var(25)=0
trigger2=numtarget&&var(25)=0
var(25)=1

[State 450]
type=StateTypeSet
trigger1=animelem=6     
movetype=I        

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

;==============================================================================================
;                                            Air Attacks
;==============================================================================================
;Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
poweradd= 20
ctrl = 0
sprpriority = 2

[State 600]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 600
value = 600

[State 600]
type=PlaySnd
trigger1=Animelem=1
value=2,6

[State 600]
type=PlaySnd
trigger1=Animelem=2
value=0,0
channel=1

[State 600]
type = PlaySnd
trigger1 = Animelem = 1
value = 2,Ifelse(random<=250,11,Ifelse(random<=500,12,Ifelse(random<=750,13,99)))
channel=2

[State 600]
type = VelAdd
triggerall = MoveHit
trigger1 = time >= 0
Y = -.05

[State 600]
type=PosFreeze
trigger1=enemy,hitshakeover=0
x=1
y=1

[State 600]
type=HitDef
trigger1=AnimElem=4
attr = A, NA
animtype=Light
air.animtype=Back
fall.animtype=Back
ground.type=High
air.type=Low
damage=40,5
getpower= 10,3
givepower= 10,3
guardflag= HA
hitflag=MAF
priority = 3, Hit
pausetime=10,10
sparkno=S7000
guard.sparkno=S7004
sparkxy =-5,-110
hitsound=S0,4
guardsound=S0,12
ground.slidetime = 15
ground.hittime = 16
ground.velocity = -4
airguard.velocity = -4,-2
air.type = High
air.velocity = -2,-4
air.hittime = 16
ID=600

[State 600]
type=StateTypeSet
trigger1=animelem=5     
movetype=I        

[State 600]
type = VarRandom
triggerall = Time = 0
trigger1 = ctrl = 0
v = 21
range = 0,2

[State 600]
type = ChangeState
triggerall = var(20) = 20
triggerall = p2life != 0
triggerall = var(21) = 0
triggerall = MoveHit
trigger1 = ctrl = 0
value = 610

[State 600]
type = ChangeState
triggerall = var(20) = 20
triggerall = p2Bodydist x > 15
triggerall = p2life != 0
triggerall = var(21) = 1
triggerall = MoveHit
trigger1 = ctrl = 0
value = 630

[State 600]
type = ChangeState
triggerall = var(20) = 20
triggerall = p2Bodydist x <= 15
triggerall = p2life != 0
triggerall = var(21) = 1
triggerall = MoveHit && Time >= 15
trigger1 = ctrl = 0
value = 850

[State 600]
type = ChangeState
triggerall = var(20) = 20
triggerall = p2life != 0
triggerall = var(21) = 2
triggerall = MoveHit
trigger1 = ctrl = 0
value = 640

[State 600]
type = ChangeState
triggerall = var(20) = 20
triggerall = p2life != 0
triggerall = Movecontact = 0
triggerall = time >=10
trigger1 = ctrl = 0
value = 650

[state 600]
type = changestate
trigger1 = AnimTime = 0
value = 101
ctrl = 1

;---------------------------------------
;Jump Medium Punch 
[Statedef 610]
type    = A
movetype= A
physics = A
poweradd= 35
ctrl = 0
sprpriority = 2

[State 610]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 610
value = 610

[State 610, Velset when chained from Dart kick]
type = Velset
triggerall = PrevStateno = 660
trigger1 = Time = 0
y = 0

[State 610]
type=PlaySnd
trigger1=Animelem=2
value=0,3
channel=1

[State 610]
type = PlaySnd
trigger1 = Animelem = 1
value = 2,Ifelse(random<=250,14,Ifelse(random<=500,15,Ifelse(random<=750,16,99)))
channel=2

[State 610]
type = VelAdd
triggerall = MoveHit
trigger1 = time >= 0
Y = -.05

[State 610]
type=PosFreeze
trigger1=enemy,hitshakeover=0
x=1
y=1

[State 610]
type=HitDef
trigger1=time=0
;trigger1=animelem=3
attr=A,NA
animtype=Medium
air.animtype=Back
fall.animtype=Back
ground.type=High
air.type=Low
damage=64,8
getpower=30,10
givepower=25,10
priority=5,Hit
guardflag = HA
hitflag=MAF
pausetime =11,12
sparkno=S7001
guard.sparkno=S7004
sparkxy = -5,-70-(10*(p2statetype!=A))
hitsound= S0,9
guardsound=S0,12
ground.slidetime = 5
ground.hittime = 18
ground.velocity = -4
air.velocity = -2,-4
airguard.velocity = -2.5,-3.3
air.type = High
air.hittime = 18

[State 610]
type=StateTypeSet
trigger1=animelem=6      
movetype=I        

[State 610]
type = VarRandom
triggerall = Time = 0
trigger1 = ctrl = 0
v = 21
range = 0,1

[State 610]
type = ChangeState
triggerall = var(20) = 20
triggerall = var(21) = 0
triggerall = ifelse(var(23)=23,power <1000,power<=ifelse(life>=500,1999,999))
triggerall = p2life != 0
triggerall = MoveHit
trigger1 = ctrl = 0
value = 620

[State 610]
type = ChangeState
triggerall = var(20) = 20
triggerall = var(21) = 1
triggerall = ifelse(var(23)=23,power <1000,power<=ifelse(life>=500,1999,999))
triggerall = p2life != 0
triggerall = MoveHit
trigger1 = ctrl = 0
value = 1400

[State 610]
type = ChangeState
triggerall = var(20) = 20 && movehit
triggerall =ifelse(var(23)=23,power>=1000,power>=ifelse(life>=500,2000,1000))
triggerall = p2life != 0
triggerall = MoveHit
trigger1 = ctrl = 0
value = 3600

[state 610]
type = changestate
trigger1 = AnimTime = 0
value = 101
ctrl = 1

;---------------------------------------
;Jump Strong Punch
[Statedef 620]
type    = A
movetype= A
physics = A
poweradd= 55
ctrl = 0
sprpriority = 2

[State 620]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 620
value = 620

[State 620, Velset when chained from Dart kick]
type = Velset
triggerall = PrevStateno = 660
trigger1 = Time = 0
y = 0

[State 620]
type=PlaySnd
trigger1=Animelem=2
value=0,3
channel=1

[State 620]
type = PlaySnd
trigger1 = Animelem = 2
value = 2,Ifelse(random<=250,17,Ifelse(random<=500,18,Ifelse(random<=750,19,99)))
channel=2

[State 620]
type=PlaySnd
trigger1=Animelem=4
value=1,34
channel=4

[State 620]
type = ScreenBound
triggerall = MoveHit
trigger1 = Alive
value = 0

[State 620] 
type = VelMul 
trigger1 = Time = [10,18]
x = -.8
y = -.7

[State 620] 
type = VelSet 
trigger1 = Time = 19
x = 0
y = 0

[State 620] 
type = VelAdd
trigger1 = Time = [20,23]
y = .3

[State 620]
type=HitDef
trigger1=AnimElem=4
attr = A, NA
animtype=Hard
air.animtype=Back
fall.animtype=Back
ground.type=High
air.type=Low
damage =100,5
getpower=40,10
givepower=25,10
priority=5,Hit
guardflag = HA
hitflag=MAF
pausetime =15,17
sparkno=-1
guard.sparkno=S7004
sparkxy =-20,-60
;hitsound= S0,6
guardsound=S0,12
ground.slidetime = 5
ground.hittime = 20
ground.velocity = -4.5
air.velocity = -11,-5
air.hittime = 20
air.recovery = 0
air.fall = 1
down.bounce = 1
bounce = 1
yaccel = .8

[State 620]
type = StateTypeSet
trigger1 = animelem = 5   
movetype = I        

[State 620]
type = ChangeState
triggerall = command = "c" 
trigger1 = enemynear, stateno = [5000,5999]
trigger1 = Time >= 15
value = 650
ctrl = 1

[State 620]
type = ChangeState
triggerall = var(20) = 20
triggerall = p2life != 0
triggerall = var(21) = 0
triggerall = MoveHit
trigger1 = ctrl = 0
value = 650

[state 620]
type = changestate
trigger1 = AnimTime = 0
value = 101
ctrl = 1
;--------------------------------------
;Jump Light Kick
[Statedef 630]
type = A
movetype= A
physics = A
poweradd= 20
ctrl = 0
sprpriority = 2

[State 630]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 630
value = 630

[State 630]
type=PlaySnd
trigger1=Animelem=2
value=0,0
channel=1

[State 630]
type = PlaySnd
trigger1 = Animelem = 1
value = 2,Ifelse(random<=250,11,Ifelse(random<=500,12,Ifelse(random<=750,13,99)))
channel=2

[State 630]
type = VelAdd
triggerall = MoveHit
;triggerall = command = "holdfwd"
trigger1 = time >= 0
Y = -.05

[State 630] 
type =null;;PosFreeze
triggerall = movehit
trigger1 = Time = [5,9]
time = 4

[State 630]
type=PosFreeze
trigger1=enemy,hitshakeover=0
x=1
y=1

[State 630]
type=HitDef
trigger1=AnimElem=4
attr = A, NA
animtype=Light
air.animtype=Back
fall.animtype=Back
ground.type=High
air.type=Low
damage=40,5
getpower=20,5
givepower=18,5
guardflag = HA
hitflag=MAF
priority=3,Hit
pausetime=10,10
sparkno=S7000
guard.sparkno=S7004
sparkxy =-10,-50
hitsound=S0,8
guardsound=S0,13
ground.type = High
ground.slidetime = 5
ground.hittime = 16
ground.velocity = -3.6
air.type = High
air.velocity = -2,-6
air.hittime = 18

[State 630]
type=StateTypeSet
trigger1=animelem=5     
movetype=I        

[State 630]
type = VarRandom
triggerall = Time = 0
trigger1 = ctrl = 0
v=21
range=0,3

[State 630]
type = ChangeState
triggerall = var(20) = 20
;triggerall = Power < 1000
triggerall = p2Bodydist x > 10
triggerall = p2life != 0
triggerall = var(21) = 0
triggerall = MoveHit
trigger1 = ctrl = 0
value = 610

[State 630]
type = ChangeState
triggerall = var(20) = 20
;triggerall = Power < 1000
triggerall = p2Bodydist x <= 10
triggerall = p2life != 0
triggerall = var(21) = 0
triggerall = MoveHit
trigger1 = ctrl = 0
value = 850

[State 630]
type = ChangeState
triggerall = var(20) = 20
;triggerall = Power < 1000
triggerall = p2life != 0
triggerall = var(21) = 1
triggerall = MoveHit
trigger1 = ctrl = 0
value = 640

[State 630]
type = ChangeState
triggerall = var(20) = 20
;triggerall = Power < 1000
triggerall = p2life != 0
triggerall = var(21) = 2
triggerall = MoveHit
trigger1 = ctrl = 0
value = 650

[State 630]
type = ChangeState
triggerall = var(20) = 20
;triggerall = Power < 1000
triggerall = p2life != 0
triggerall = var(21) = 3
triggerall = MoveHit
trigger1 = ctrl = 0
value = 1400

[state 630]
type=changestate
trigger1=AnimTime=0
value=101
ctrl=1

;--------------------------------------
;Jump Medium Kick
[Statedef 640]
type = A
movetype= A
physics = A
poweradd= 35
ctrl = 0
sprpriority = 2

[State 640]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 640
value = 640

[State 640]
type=PlaySnd
trigger1=Animelem=2
value=0,0
channel=1

[State 640]
type = PlaySnd
trigger1 = Animelem = 1
value = 2,Ifelse(random<=250,14,Ifelse(random<=500,15,Ifelse(random<=750,16,99)))
channel=2

[State 640]
type = VelAdd
triggerall = MoveHit
trigger1 = time >= 0
Y = -.05

[State 640]
type=HitDef
trigger1=AnimElem=5
attr = A, NA
animtype=Medium
air.animtype=Back
fall.animtype=Back
ground.type=High
air.type=High
damage=64,8
getpower=20,5
givepower=15,2
guardflag = HA
hitflag=MAF
priority=4,Hit
pausetime =11,12
sparkno=S7001
guard.sparkno=S7004
sparkxy =-10,-170+(100*(p2statetype!=A))
hitsound=S0,9
guardsound=S0,13
ground.slidetime = 6
ground.hittime  = 18
ground.velocity = -4.5
air.velocity = -.3,-6
air.hittime = 18

[State 640]
type=StateTypeSet
trigger1=animelem=6     
movetype=I        

[State 640,normal dampener 2]
type=VarSet
trigger1=movehit&&var(25)=0
trigger2=numtarget&&var(25)=0
var(25)=2

[State 640]
type = VarRandom
triggerall = Time = 0
trigger1 = ctrl = 0
v = 21
range = 0,1

[State 640]
type = ChangeState
triggerall = var(20) = 20
triggerall = power<=ifelse(life>=500,1999,999)
triggerall = p2Bodydist x > 10
triggerall = p2life != 0
triggerall = var(21) = 0
triggerall = MoveHit
trigger1 = ctrl = 0
value = 610

[State 640]
type = ChangeState
triggerall = var(20) = 20
triggerall = power<=ifelse(life>=500,1999,999)
triggerall = p2Bodydist x <= 10
triggerall = p2life != 0
triggerall = var(21) = 0
triggerall = MoveHit
trigger1 = ctrl = 0
value = 850

[State 640]
type = ChangeState
triggerall = var(20) = 20
triggerall = power<=ifelse(life>=500,1999,999)
triggerall = p2life != 0
triggerall = var(21) = 1
triggerall = MoveHit
trigger1 = ctrl = 0
value = 650

[State 640]
type = ChangeState
triggerall = var(20) = 20
triggerall = power<=ifelse(life>=500,1999,999)
triggerall = p2life != 0
triggerall = var(21) = 2
triggerall = MoveHit
trigger1 = ctrl = 0
value = 1400

[State 640]
type = ChangeState
triggerall = var(20) = 20
triggerall = power>=ifelse(life>=500,2000,1000)
triggerall = p2life != 0
triggerall = MoveHit
trigger1 = ctrl = 0
value = 3600

[state 640]
type=changestate
trigger1=AnimTime=0
value=101
ctrl=1

;--------------------------------------
;Jump Strong Kick
[Statedef 650]
type    = A
movetype= A
physics = A
poweradd= 55
ctrl = 0
sprpriority = 2

[State 650]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 650
value = 650

[State 650]
type = velset
triggerall = prevstateno = 620
trigger1 = time >= 0
x = 3
 
[State 650]
type=PlaySnd
trigger1=Animelem=2
value=0,3
channel=1

[State 650]
type = PlaySnd
trigger1 = Animelem = 3
value = 2,Ifelse(random<=250,17,Ifelse(random<=500,18,Ifelse(random<=750,19,99)))
channel=2

[State 650]
type=HitDef
trigger1=animelem=5
attr = A, NA
animtype=Hard
air.animtype=Back
fall.animtype=Back
ground.type=High
air.type=Low
damage=100,10
getpower=40,10
givepower=35,10
priority=5,Hit
guardflag=HA
hitflag=MAF
pausetime =ifelse(p2statetype!=A,10,16),16
sparkno=S7002
guard.sparkno=S7004
sparkxy =-30,-50
hitsound=S0,10
guardsound=S0,13
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -4.5
air.velocity = -9,12
air.hittime = 20
air.recovery = 0
air.fall = 1
fall = 0
fall.recover = 0
down.bounce = 1
bounce = 1
yaccel = .8

[State 650]
type=StateTypeSet
trigger1=animelem=6      
movetype=I        

[State 650]
type=VarSet
trigger1=numtarget&&var(25)=0
var(25)=1

[State 650]
type = ChangeState
triggerall = var(20) = 20
triggerall =ifelse(var(23)=23,power>=1000,power>=ifelse(life>=500,2000,1000))
triggerall = p2life != 0
triggerall = MoveHit
triggerall = FrontEdgeBodyDist <= 60
trigger1 = ctrl = 0
value = 3700

[state 650]
type=changestate
trigger1=AnimTime=0
value=101
ctrl=1

;===============================================================================================
;                                             Guard Push
;===============================================================================================
;Guard Push Standing
[Statedef 700]
type=S
movetype=I
physics=N
poweradd=30
velset=0,0
ctrl=0
anim=700
sprpriority=0

[State 700]
type=PlaySnd
trigger1=Time=0
value=2,13

[State 700]
type=Velset
triggerall= enemy(0),BackEdgeBodyDist<20
trigger1=Time>=0
trigger1=Time<=10
x=-10
y=0

[State 700]
type=Velset
triggerall= enemy(0),BackEdgeBodyDist>=20
trigger1=Time>=0
trigger1=Time<=10
x=0
y=0

[State 700]
type=Explod
Anim=7005
trigger1=Time=0
postype=P1
pos=60,-75
bindtime=10
removeTime=10
sprpriority=4
ownpal=1

[State 700]
type=Helper
trigger1=Time=0
helpertype=Normal
name="GuardPush"
postype=P1
pos=0,0
stateno=711
ownpal=1
size.height=200
size.ground.back=30
size.ground.front=30

[State 700]
type=varset
Trigger1=time=0
var(10)=prevstateno

[State 700]
type=ChangeState
trigger1=AnimTime=0
value=var(10)
ctrl=0
;=====================================
;Guard Push Crouching
[Statedef 705]
type=C
movetype=I
physics=N
poweradd=30
velset=0,0
ctrl=0
anim=705
sprpriority=0

[State 705]
type=PlaySnd
trigger1=Time=0
value=2,13

[State 705]
type=Velset
triggerall=enemy(0),BackEdgeBodyDist<20
trigger1=Time>=0
trigger1=Time<=10
x=-10
y=0

[State 705]
type=Velset
triggerall=enemy(0),BackEdgeBodyDist>=20
trigger1=Time>=0
trigger1=Time<=10
x=0
y=0

[State 705]
type=Explod
Anim=7005
trigger1=Time=0
postype=P1
pos=50,-55
bindtime=10
removeTime=10
sprpriority=4
ownpal=1

[State 705]
type=Helper
trigger1=Time=0
helpertype=Normal
name="GuardPush"
postype=P1
pos=0,0
stateno=711
ownpal=1
size.height=200
size.ground.back=30
size.ground.front=30

[State 705]
type=varset
Trigger1=time=0
var(10)=prevstateno

[State 705]
type=ChangeState
trigger1=AnimTime=0
value=var(10)
ctrl=0
;===================================
;Guard Push Air
[Statedef 710]
type=A
movetype=I
physics=N
poweradd=30
velset=0,0
ctrl=0
anim=710
sprpriority=0

[State 710]
type=PlaySnd
trigger1=Time=0
value=2,13

[State 710]
type=Velset
triggerall=enemy(0),BackEdgeBodyDist<20
trigger1=Time>=0
trigger1=Time<=10
x=-10
y=0

[State 710]
type=Velset
triggerall=enemy(0),BackEdgeBodyDist>=20
trigger1=Time>=0
trigger1=Time<=10
x=0
y=0

[State 710]
type=Explod
Anim=7005
trigger1=Time=0
postype=P1
pos=45,-85
bindtime=10
removeTime=10
sprpriority=4
ownpal=1

[State 710]
type=Helper
trigger1=Time=0
helpertype=Normal
name="GuardPush"
postype=P1
pos=0,0
stateno=712
ownpal=1
size.height=200
size.ground.back=30
size.ground.front=30

[State 710]
type=ChangeState
trigger1=AnimTime=0
value=50
ctrl=1

;---------------------------
;Invisible Push
[Statedef 711]
type    = A
movetype= I 
physics = N
velset = 0,0
anim = 711

[State 711]
type = posset
trigger1 = time = 0
y = 0

[State 711]
type = PlayerPush
trigger1 = 1
value = 1

[State 711]
type = NotHitBy
Trigger1 = 1
value = SCA
Time = 1

[State 711]
type = VelSet
trigger1 = Time >= 0
x = 17

[State 711]
type = DestroySelf
trigger1 = Time = 20

;--------------------------
; Guard Push Air Helper
[Statedef 712]
type = A
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 712
sprpriority = -4

[State 712]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 712]
type = Velset
trigger1 = Time = [0,10]
x = 30

[State 712]
type = Velset
trigger1 = Time = [11,13]
x = 20

[State 712]
type = Velset
trigger1 = Time >= 14
x = 10

[State 712]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 712]
type = DestroySelf
trigger1 = Time >= 18

;==============================================================================================
;                                          Alpha Counter
;==============================================================================================
;COUNTER CHARGE
[Statedef 750]
type    = S
movetype= A
physics = S
anim = 750
velset = 0
ctrl = 0

[State 750]
type=SuperPause
trigger1=!Time
time=30
sound =S4000,1
anim =S6070
pos=20,20
poweradd=-500

[State 750]
type=BGPalFX
trigger1=!time
time=24
add=-255,-255,-255
sinadd=255,255,255,120

[State 750]
type=BGPalFX
trigger1=time=22
time=30
add=-255,-255,-255
sinadd=255,255,255,120

[State 750]
type = Explod
Anim = 7006
triggerall=facing=1
trigger1 = !Time
postype = P1
pos = 30,23
bindtime = 1
sprpriority = -3
ownpal = 1
pausemovetime=999
supermovetime=999

[State 750]
type = Explod
Anim = 17006
triggerall=facing=-1
trigger1 = !Time
postype = P1
pos = 30,23
bindtime = 1
sprpriority = -3
ownpal = 1
pausemovetime=999
supermovetime=999

[state 750]
type = ChangeState
trigger1 = AnimTime = 0
value = 751
ctrl = 0

;---------------------------------
;COUNTER CHARGE
[Statedef 751]
type    = S
movetype= A
physics = S
velset = 0
ctrl = 0

[State 751]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 751
value = 751

[State 751, FX]
type = PlaySnd
trigger1 = !Time
value=1,25
channel=1

[State 751]
type = Explod
Anim = 6000
trigger1 = Time = 0
postype = P1
pos =0,0
bindtime =-1
removeTime = 16
sprpriority = 5
removeongethit=1
ownpal = 1
ID=6000

[State 751]
type = Explod
Anim = 6003
trigger1 = Time = 0
postype = P1
pos =0,0
bindtime =-1
removeTime = 16
sprpriority = 5
removeongethit=1
ownpal = 1
ID=6003

[State 751, FX]
type = Explod
Anim = 7021
trigger1 = !Time
postype = P1
pos =-48,0
bindtime =1
sprpriority = -3
removeongethit=1
ownpal = 1
ID=7021

[State 751]
type = Explod
Anim =7018
trigger1 = Time = 20
postype = P1
pos = -19,-2
bindtime = 1
removeTime = 22
sprpriority = 3
ownpal = 1

[State 751]
type = VelAdd
trigger1 = time = [0,16]
x = 4

[State 751]
type = VelAdd
trigger1 = time = [17,31]
x = 2

[State 751]
type=Helper
trigger1=1
stateno=752
id=752
helpertype=Normal
name="projectile cancel"
postype=p1
pos=0,0
keyctrl=0
ownpal=1
ignorehitpause=0
persistent=0

[State 751]
type=Helper
trigger1=Animelem=3
name="Sounds & FX"
Stateno=755
ID=755
persistent=0

[State 751]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
damage = 80,20
getpower = 30,10
guardflag = -
hitflag = MAFD
priority = 7, Hit
pausetime = 0,8
numhits = 1
sparkno = S7001
sparkxy = -7,-55
hitsound = s0,9
ground.type = low
ground.slidetime = 0
ground.hittime  = 55
ground.velocity = 1,-11.5
air.velocity = 1,-5
guard.velocity = -5
ground.recovertime = 55
down.bounce = 0
air.recover = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 
fall.damage = 20 
p2stateno = 753

[State 751, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=753)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 751, PlaySnd]
type = PlaySnd
trigger1=Animelem=5
value = S0,24
channel = 1

[State 751, Remove FX]
type=RemoveExplod
trigger1=Animelem=5
ID=6000

[State 751, Remove FX]
type=RemoveExplod
trigger1=Animelem=5
ID=6003

[State 751]
type=Helper
trigger1=Numtarget
trigger1=(winko)
name="Sounds & FX"
Stateno=1999
ID=1999
persistent=0

[State 751]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
;Counter Charge - Helper Projectile Cancel
[Statedef 752]
type=A
movetype=A
physics=N
sprpriority=5
ctrl=0

[State 752]
type=changeanim
trigger1=!time&&!prevstateno
value=1008

[State 752]
type=BindToparent
trigger1=1

[State 752]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=752
ignorehitpause=1

[State 752]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 752]
type=DestroySelf
trigger1=Parent, Stateno!=[751,756]
trigger2=Time>=15

;-------------------------------
;Counter Charge P2 State
[Statedef 753]
type = A
movetype= H
physics = N
ctrl = 0
poweradd = 80
sprpriority = 2

[State 753]
type = ChangeAnim2
trigger1 = !time
value = 753

[State 753]
type = Velset
trigger1 = !time
x = 1
y = -10.3

[State 753]
type = Gravity
trigger1 = 1

[State 753]
type = AssertSpecial
trigger1 = time < 50
flag = noautoturn

[State 753]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 10
value = 754

;-------------------------------
;P2 Lie on the ground
[Statedef 754]
type    = L
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 754]
type = PosSet
trigger1 = 1
y = 0

[State 754]
type = PosAdd
trigger1 = !Time
x = 20

[State 754]
type = ChangeAnim
Trigger1 = 1
value = 5110

[State 754]
type = SelfState
trigger1 = Time = 40
value = ifelse(alive=1,5120,5110)

;------------------------------------
;Counter Charge - Sounds & FX Helper State
[Statedef 755]
type = S
velset = 0,0
sprpriority = 0
anim = 9741
ctrl = 0

[State 755]
type=PlaySnd
trigger1=P2stateno=754
value=1,20
channel=1
persistent=0

[State 755]
type=Explod
trigger1=NumExplod(17012)<=0
trigger1=P2stateno=754
anim=17012
pos=0,0
postype=p2
facing=1
sprpriority=3
bindtime=1
pausemovetime=999
supermovetime=999
ID=17012
persistent=0

[State 755]
type = EnvShake
trigger1=NumExplod(17012)>=1
trigger1=P2stateno=754
time = 20
ampl = -6
freq = 150
persistent=0

[State 755, Rocks]
type = helper
trigger1=P2stateno=754
stateno = 4500
id = 4500
pos = 0,0
postype = p2
sprpriority =4
helpertype = normal
ownpal = 1
persistent=0

[State 755]
type = DestroySelf
trigger1 =time=50
ignorehitpause=1

;-------------------------------------
;Air Alpha Counter
[Statedef 760]
type    = A
movetype= A
physics = S
anim = 760
velset = 0
poweradd = -500
sprpriority=3
ctrl = 0

[state 760]
type=PosFreeze
trigger1=1
value=1

[state 760]
type=PosAdd
trigger1=!time
Y=-20

[State 760]
type=SuperPause
trigger1=Time=1
time=30
sound =S4000,1
anim =S6070
pos=20,20
poweradd=-500

[State 760]
type=BGPalFX
trigger1=!time
time=24
add=-255,-255,-255
sinadd=255,255,255,120

[State 760]
type=BGPalFX
trigger1=time=22
time=30
add=-255,-255,-255
sinadd=255,255,255,120

[State 760]
type = Explod
Anim = 7006
triggerall=facing=1
trigger1 = !Time
postype = P1
pos = 30,23
bindtime = 1
sprpriority = -3
ownpal = 1
pausemovetime=999
supermovetime=999

[State 760]
type = Explod
Anim = 17006
triggerall=facing=-1
trigger1 = !Time
postype = P1
pos = 30,23
bindtime = 1
sprpriority = -3
ownpal = 1
pausemovetime=999
supermovetime=999

[state 760]
type = ChangeState
trigger1 = AnimTime = 0
value = 761
ctrl = 0

;---------------------------
;Air ALPHA COUNTER
[Statedef 761]
type    = A
movetype= A
physics = A
velset = 0
ctrl = 0

[State 761]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 761
value = 761

[State 761, FX]
type = PlaySnd
trigger1 = !Time
value=1,25
channel=1

[State 761]
type = Explod
Anim = 6000
trigger1 = !Time
postype = P1
pos =0,0
bindtime =-1
removeTime = 16
sprpriority = 5
removeongethit=1
ownpal = 1
ID=6000

[State 761]
type = Explod
Anim = 6003
trigger1 = !Time
postype = P1
pos =0,0
bindtime =-1
removeTime = 16
sprpriority = 5
removeongethit=1
ownpal = 1
ID=6003

[State 761, FX]
type = Explod
Anim = 7021
trigger1 = !Time
postype = P1
pos =-48,0
bindtime =1
sprpriority = -3
removeongethit=1
ownpal = 1
ID=7021

[State 751]
type = Explod
Anim =7018
trigger1 = Time = 20
postype = P1
pos = -19,-2
bindtime = 1
removeTime = 22
sprpriority = 3
ownpal = 1

[State 761]
type = VelSet
trigger1 = time = [0,14]
x=8
y=0

[State 761]
type = VelSet
triggerall=pos Y<-50
trigger1 = time = [15,24]
x=5
y=6

[State 761]
type = VelSet
triggerall=pos Y>=-50
trigger1 = time = [15,24]
x = 4
y = 3

[State 761]
type=Helper
trigger1=1
stateno=752
id=752
helpertype=Normal
name="projectile cancel"
postype=p1
pos=0,0
keyctrl=0
ownpal=1
ignorehitpause=0
persistent=0

[State 761]
type = HitDef
;triggerall=enemy(0),movetype!=A
trigger1 = animelem = 1
attr = A, SA
damage = 80
getpower = 30,10
guardflag = -
hitflag = MAFD
priority = 7, Hit
pausetime = 0,8
numhits = 1
sparkno = S7001
sparkxy = -7,-55
hitsound = s0,10
ground.type = low
ground.slidetime = 0
ground.hittime  = 55
ground.velocity = 1,-11.5
air.velocity = 1,-5
guard.velocity = -5
ground.recovertime = 55
down.bounce = 1
air.recover = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 
fall=1
air.fall=1
fall.damage = 20 

[State 761, PlaySnd]
type = PlaySnd
trigger1=Animelem=5
value = S2,12
channel =2

[State 761, Remove FX]
type=RemoveExplod
trigger1=Animelem=5
ID=6000

[State 761, Remove FX]
type=RemoveExplod
trigger1=Animelem=5
ID=6003

[State 761]
type=Helper
trigger1=Numtarget
trigger1=(winko)
name="Sounds & FX"
Stateno=1999
ID=1999
persistent=0

[State 761]
type=ChangeState
trigger1=AnimTime=0
value=101
ctrl=0
;==============================================================================================
;                                          Recovery Rolls
;==============================================================================================
;Lie Down Recovery Roll Forward
[Statedef 940]
type = C
movetype = I
physics = N
poweradd = 0
velset = 11.5,0
ctrl = 0
anim = 940
sprpriority = 0

[State 940]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 11
trigger3 = Time = 22
value = 1,5

[State 940]
type = turn
triggerall = p2dist X <= -3
trigger1 = time = 0

[State 940]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 940]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 940]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 940]
type = ChangeState
triggerall = Var(20) = 20
trigger1 = (P2Dist X <= -30) || (FrontEdgeBodyDist <= 0)
trigger2 = Time >= 40
value = 944

[State 940]
type = ChangeState
trigger1 = AnimTime = 0
value = 944
ctrl = 0

;--------------------------
;Lie Down Recovery Roll back
[Statedef 941]
type = C
movetype = I
physics = N
poweradd = 0
velset = -11.5,0
ctrl = 0
anim = 941
sprpriority = 0

[State 941]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 11
trigger3 = Time = 22
value = 1,5

[State 941]
type = turn
triggerall = p2dist X <= -3
trigger1 = time = 0

[State 941]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 941]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 941]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 941]
type = ChangeState
triggerall = Var(20) = 20
trigger1 = (P2Dist X <= -30) || (FrontEdgeBodyDist <= 0)
trigger2 = Time >= 40
value = 944

[State 941]
type = ChangeState
trigger1 = AnimTime = 0
value = 944
ctrl = 0
;----------------------------
; Recovery Roll Forward
[Statedef 942]
type = L
movetype = I
physics = S
ctrl = 0
anim = 942
poweradd = 0
velset = 0,0

[State 942]
type = PlaySnd
trigger1 = Time = 0
value = 4000,2

[State 942]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 11
trigger3 = Time = 22
trigger4 = Time = 33
trigger5 = Time = 44
value = 1,5

[State 942]
type = PosSet
trigger1 = Time = 0
y = 0

[State 942]
type = VelSet
trigger1 = Time >= 0
x = 9

[State 942]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 942]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 942]
type = varset
trigger1 = Time = 0
v = 31
value = 0

[State 942]
type = ChangeState
triggerall = Var(20) = 20
trigger1 = (P2Dist X <= -40) || (FrontEdgeBodyDist <= 0)
trigger2 = Time >= 40
value = 944
ctrl = 0

[State 942]
type = ChangeState
;trigger1 = AnimTime = 0
trigger1 = (P2Dist X <= -25) || (FrontEdgeBodyDist <= 10)
trigger2 = Time >= 40
value = 944
ctrl = 0
;----------------------------
; Recovery Roll Back
[Statedef 943]
type = L
movetype = I
physics = S
ctrl = 0
anim = 943
poweradd = 0
velset = 0,0

[State 943]
type = PlaySnd
trigger1 = Time = 0
value = 4000,2

[State 943]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 11
trigger3 = Time = 22
trigger4 = Time = 33
trigger5 = Time = 44
value = 1,5

[State 943]
type = PosSet
trigger1 = Time = 0
y = 0

[State 943]
type = VelSet
trigger1 = Time >= 0
x = -9

[State 943]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 943]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 943]
type = varset
trigger1 = Time = 0
v = 31
value = 0

[State 943]
type = ChangeState
triggerall = Var(20) = 20
trigger1 = (P2Dist X <= -40) || (FrontEdgeBodyDist <= 0)
trigger2 = Time >= 40
value = 944
ctrl = 0

[State 943]
type = ChangeState
trigger1 = AnimTime = 0
value = 944
ctrl = 0

;----------------------------
; Recovery Roll End
[Statedef 944]
type = C
movetype = I
physics = S
ctrl = 0
anim = 944
poweradd = 0
velset = 0,0

[State 944]
type = turn
triggerall = p2dist X <= 0
trigger1 = time = 0
trigger2 = AnimTime = 0
trigger3 = frontedgebodydist <=5

[State 944]
type=NotHitBy
trigger1=1
value=SCA
time=1

[State 944] ;Can't be thrown right after getting up
type=NotHitBy
trigger1=AnimTime = 0
value=,NT,ST,HT
time=12

[State 944] ;Can't be hit right after getting up (short time)
type=NotHitBy
trigger1=AnimTime = 0
value=SCA
time=4

[State 944]
type = ChangeState
triggerall = Var(20) = 20
triggerall = prevstateno!=5138
triggerall = !(enemynear,ctrl) && (enemynear,stateno!=[120,155]) && p2statetype!=L
triggerall = P2BodyDist X = [0,40]
triggerall = P2movetype=A
triggerall = p2statetype!=A
triggerall = ifelse(var(23)=23,power>=1000,power>=ifelse(life>=500,2000,1000))
trigger1 = AnimTime = 0
value = 3300
ctrl = 0

[State 944]
type = ChangeState
triggerall = var(20) = 20
triggerall = prevstateno!=5138
triggerall = P2BodyDist X = [-10,40]
triggerall = p2statetype!=A
trigger1 = AnimTime = 0
value = 430

[State 944]
type = ChangeState
triggerall = var(20) = 20
triggerall = prevstateno!=5138
triggerall = P2BodyDist X = [-10,50]
triggerall = p2statetype=A
trigger1 = AnimTime = 0
value = ifelse(P2BodyDist X<=10,420,250)

[State 944]
type = ChangeState
trigger1 = AnimTime = 0
value = 12
ctrl = 1
;===============================================================================================
;                                              Throws
;===============================================================================================
;GROUND THROW
[Statedef 800]
type = S
movetype= A
physics = N
anim = 800
poweradd = 30
ctrl = 0

[State 800, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
hitflag = M-
guardflag = 
damage = 0
getpower  = 50
givepower = 40
priority = 1, Hit 
pausetime = 0,10
snap = -40, 0, 0
sparkno = -1
hitsound = s800,0    
p1facing = ifelse (command = "holdfwd", 1, -1) 
p2facing = 1         
p1stateno = 801   
p2stateno = 802             
fall = 1   
fall.damage = 30   
kill = 0
fall.kill = 1        

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

;GROUND THROW TECH HIT DECIDER
[Statedef 801]
type    = S
movetype= A
physics = N
velset = 0
anim = 801
ctrl = 0

[State 801]
type = TargetBind
trigger1 = time <= 5
pos = 50, 0
time = 5

[State 801]
type = VarSet
trigger1 = Time = [0,5]
trigger1 = target, command = "x" 
trigger2 = target, command = "y" 
trigger3 = target, command = "z" 
trigger4 = target, command = "recovery" 
var(32) = 1

[State 801]
type = targetstate
TriggerAll = Time = 0
trigger1 = var(32) = 0
value = 802

[State 801]
type = targetstate
TriggerAll = Time = 0
trigger1 = var(32) = 1
value = 897

[State 801, end]
type = changeState
triggerall = var(32) = 1
Trigger1 = Time = 0
value = 896
ctrl = 0

[State 801, end]
type = ChangeState
triggerall = var(32) = 0
Trigger1 = Time = 0
value = 804
ctrl = 0

;GROUND THROW P1 STATE
[Statedef 804]
type    = S
movetype= A
physics = N
velset = 0
anim    = 801
ctrl    = 0

[State 804]
type = ScreenBound
trigger1 = Alive
value = 0

[State 804]
type = PlaySnd
trigger1 = AnimElem = 5
value =1,26
channel=1

[State 801]
type = targetstate
TriggerAll = Time = 0
trigger1 = var(32) = 1
value = 899

[State 804]
type = TargetBind
trigger1 = AnimElem = 1
pos = -145, -90
time = 12

[State 804]
type = SprPriority 
trigger1 = AnimElem = 1
value = 0

[State 804]
type = TargetBind
trigger1 = AnimElem = 2
pos = -100, -130
time = 4

[State 804]
type = SprPriority 
trigger1 = AnimElem = 2
value = 3

[State 804]
type = TargetBind
trigger1 = AnimElem = 3
pos = -78, -155
time = 4

[State 804]
type = TargetBind
trigger1 = AnimElem = 4
pos = 0, -150
time = 4

[State 804]
type = TargetBind
trigger1 = AnimElem = 5
pos = 150, 10
time = 3

[State 804]
type = EnvShake
trigger1 = AnimElem = 5
time = 20
ampl = -6
freq = 150

[State 804]
type = Explod
trigger1 = AnimElem = 5
anim = 7012
pos = 170,10
postype = p1
facing = 1
sprpriority = 3
bindtime = 1

[State 804, Rocks]
type = helper
trigger1 = AnimElem = 5
stateno = 4500
id = 4500
pos = 170,10
postype = p1
sprpriority =4
helpertype = normal
ownpal = 1
persistent=0

[State 804]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -100
persistent = 0

[State 804]
type = TargetState
trigger1 = AnimElem = 6
value = 803

[State 804]
type = TargetDrop
trigger1 = animelem = 7

[State 804]
type = ChangeState
triggerall = var(20) = 20
triggerall = frontedgebodydist <=80
triggerall = p2life != 0
triggerall = animelem = 8
trigger1 = ctrl = 0
value = 422

[State 804]
type = ChangeState
triggerall = var(20) = 20
triggerall = frontedgebodydist > 80
triggerall = p2life != 0
triggerall = animelem = 8
trigger1 = ctrl = 0
value = 1000

[State 804]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;GROUND THROW P2 STATE
[Statedef 802]
type    = A
movetype= H
physics = N
ctrl = 0
poweradd = 80
sprpriority = 2

[State 802]
type = ChangeAnim2
trigger1 = time = 0
value = 802

[State 802]
type = ScreenBound
trigger1 = Alive
value = 0

;----------------------
;P2 Thrown into ground
[Statedef 803]
type = A
movetype = H
physics = N
sprpriority = -1

[State 802]
type = ChangeAnim2
trigger1 = time = 0
value = 803

[State 803]
type = Velset
trigger1 = time = 0
x = -2
y = -7

[State 803]
type = Gravity
trigger1 = 1

[State 803] 
type=selfstate
triggerall=vel y>0&&alive&&canrecover
trigger1=command="recovery"
value=ifelse((pos y>=-20),5200,5210)

[State 803]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------
;GAMMA TORNADO THROW START
[Statedef 810]
type    = S
movetype= A
physics = S
anim = 810
velset = 0
poweradd= 50
ctrl = 0

[State 810, FX]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0
channel=1

[State 810, FX]
type =null;; PlaySnd
trigger1 = AnimElem = 5
value = 2,79
channel=2

[State 810]
type=width
trigger1=time<=5
value=45,0

[State 810, hit]
type = HitDef
Trigger1 = AnimElem = 4
attr = S, ST
getpower  = 20
givepower = 40
hitflag = M-
guardflag = M
priority = 1, Miss
pausetime = 2,10
guard.pausetime=8,2
snap = 146, -88, 0, 1 ; Bind target for 1 frame
sparkno=S7007
guard.sparkno=S7004
sparkxy = -15,-80
p2facing = -1
p1stateno = 811
p2stateno = 830
hitsound = s800,0
guardsound = s0,12
fall = 1
fall.damage = 30
kill = 1
fall.kill = 1 
      
[State 810, StateTypeSet]
type = StateTypeSet
trigger1 = Animelem=5
movetype = I

[State 810]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
;GAMMA TORNADO THROW TECH HIT DECIDER
[Statedef 811]
type    = S
movetype= A
physics = N
velset = 0
anim = 811
ctrl = 0

[State 811]
type = TargetBind
trigger1 = time <= 8
pos = 146, -88
time = 8

[State 811]
type = VarSet
triggerall = Time = [0,8]
trigger1 = target, command = "x" 
trigger2 = target, command = "y" 
trigger3 = target, command = "z" 
trigger4 = target, command = "recovery" 
var(32) = 1

[State 811]
type = targetstate
TriggerAll = Time = 8
trigger1 = var(32) = 0
value = 830

[State 811]
type = targetstate
Triggerall = Time = 8
trigger1 = var(32) = 1
value = 898

[State 811, end]
type = changeState
triggerall = var(32) = 1
Trigger1 = Time = 8
value = 896
ctrl = 0

[State 811]
type = Explod
trigger1 = !Time
anim = 805
ID=805
pos = 0,0
postype = p1
sprpriority = 3
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 811, end]
type = ChangeState
triggerall = var(32) = 0
Trigger1 = Time = 8
value = 812
ctrl = 0

;-------------------------------
;GAMMA TORNADO THROW START P1 STATE
[Statedef 812]
type    = S
movetype= A
physics = N
velset = 0
anim = 812
ctrl = 0

[State 812, Remove FX] 
type=RemoveExplod
trigger1=1
ID=805

[State 812]
type = Explod
trigger1 = Animelem=1
anim = 806
ID=806
pos = 0,0
postype = p1
sprpriority = 3
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 812, Remove FX] 
type=RemoveExplod
trigger1=Animelem>=2
ID=806

[State 812, FX]
type = Explod
trigger1 = Animelem=3
anim = 6019
ID=6019
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 812, FX]
type = Explod
trigger1 = Animelem=7
anim = 16019
ID=6019
pos = 0,0
postype = p1
sprpriority = 1
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 812, throw]
type=VarSet
trigger1=!time
var(55)=0

[State 812, throw]
type=VarAdd
trigger1 = (command = "a") || (command = "b") || (command = "c") 
trigger2 = (command = "x") || (command = "y") || (command = "z")
v = 55
value = 10
ignorehitpause = 1

[State 812, throw]
type=targetstate
trigger1= !time && numtarget
value=831

[State 812]
type = ScreenBound
trigger1 = Alive
value = 0

[State 812, Voice]
type = PlaySnd
trigger1 = !Time
value =2,42
channel=2

[State 812]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
value = 1,5

[State 812]
type = PlaySnd
trigger1 = AnimElem = 26
value = 1,5;;;3,6

[State 812]
type = SprPriority 
trigger1 = AnimElem = 1 
value = 0

[State 812]
type = SprPriority 
trigger1 = AnimElem = 2
value = 3

[State 812]
type =null;; SprPriority 
trigger1 = AnimElem = 10
value = 3

[State 812, Bind 1]
type=targetbind
trigger1= numtarget && animelemtime(2)<0
pos=ceil(120*const(size.xscale)),ceil(-140*const(size.yscale))

[State 812, Bind 2]
type=targetbind
trigger1= numtarget && animelemtime(2)>=0 && animelemtime(3)<0
pos=ceil(87*const(size.xscale)),ceil(-174*const(size.yscale))

[State 812, Bind 3]
type=targetbind
trigger1= numtarget && animelemtime(3)>=0 && animelemtime(4)<0
pos=ceil(-5*const(size.xscale)),ceil(-185*const(size.yscale))

[State 812, Bind 4]
type=targetbind
trigger1= numtarget && animelemtime(4)>=0 && animelemtime(5)<0
pos=ceil(-75*const(size.xscale)),ceil(-150*const(size.yscale))

[State 812, Bind 5]
type=targetbind
trigger1= numtarget && animelemtime(5)>=0 && animelemtime(6)<0
pos=ceil(-75*const(size.xscale)),ceil(-120*const(size.yscale))

[State 812, Bind 6]
type=targetbind
trigger1= numtarget && animelemtime(6)>=0 && animelemtime(7)<0
pos=ceil(-5*const(size.xscale)),ceil(-110*const(size.yscale))

[State 812, Bind 7]
type=targetbind
trigger1= numtarget && animelemtime(7)>=0 && animelemtime(8)<0
pos=ceil(53*const(size.xscale)),ceil(-98*const(size.yscale))

[State 812, Bind 8]
type=targetbind
trigger1= numtarget && animelemtime(8)>=0 && animelemtime(9)<0
pos=ceil(100*const(size.xscale)),ceil(-100*const(size.yscale))

[State 812, Bind 9]
type=targetbind
trigger1= numtarget && animelemtime(9)>=0
pos=ceil(145*const(size.xscale)),ceil(-30*const(size.yscale))

[State 812, throw]
type=targetstate
trigger1 = enemy,animelemtime(9)>=2
value=832

[State 812, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 9,=2
value = -10
kill = 0
persistent = 0

[State 812, HitAdd]
type = HitAdd
trigger1 = animelemtime(9)=1
value = 1

[State 812, End]
type = ChangeState
trigger1 = animelemtime(9)>=2
value =813;;ifelse(Var(55)=0,822,813)
ctrl = 0

;-------------------------------
;GAMMA TORNADO THROW START P1 STATE
[Statedef 813]
type    = S
movetype= A
physics = N
velset = 0
anim = 813
sprpriority = 3
ctrl = 0

[State 813]
type = PlaySnd
trigger1 = !Time
value =2,43
channel=2

[State 813, VarAdd]
type=VarAdd
trigger1 = (command = "a") || (command = "b") || (command = "c") 
trigger2 = (command = "x") || (command = "y") || (command = "z")
v = 55
value = 6
ignorehitpause = 1

[State 813, throw]
type=targetstate
trigger1= !time && numtarget
value=832

[State 813]
type = ScreenBound
trigger1 = Alive
value = 0

[State 813, FX]
type = Explod
trigger1 = Animelem=2
anim = 6020
ID=6019
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 813, FX]
type = Explod
trigger1 = Animelem=6
anim = 16020
ID=6019
pos = 0,0
postype = p1
sprpriority = 1
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 813]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
value = 1,5

[State 813]
type = PlaySnd
trigger1 = AnimElem = 26
value = 1,5;;;3,6

[State 813, Bind 1]
type=targetbind
trigger1= numtarget && animelemtime(2)<0
pos=ceil(87*const(size.xscale)),ceil(-174*const(size.yscale))

[State 813, Bind 2]
type=targetbind
trigger1= animelemtime(2)>=0 && animelemtime(3)<0
pos=ceil(-5*const(size.xscale)),ceil(-185*const(size.yscale))

[State 813, Bind 3]
type=targetbind
trigger1= animelemtime(3)>=0 && animelemtime(4)<0
pos=ceil(-75*const(size.xscale)),ceil(-150*const(size.yscale))

[State 813, Bind 4]
type=targetbind
trigger1= animelemtime(4)>=0 && animelemtime(5)<0
pos=ceil(-75*const(size.xscale)),ceil(-120*const(size.yscale))

[State 813, Bind 5]
type=targetbind
trigger1= animelemtime(5)>=0 && animelemtime(6)<0
pos=ceil(-5*const(size.xscale)),ceil(-110*const(size.yscale))

[State 813, Bind 6]
type=targetbind
trigger1= animelemtime(6)>=0 && animelemtime(7)<0
pos=ceil(53*const(size.xscale)),ceil(-98*const(size.yscale))

[State 813, Bind 7]
type=targetbind
trigger1= animelemtime(7)>=0 && animelemtime(8)<0
pos=ceil(100*const(size.xscale)),ceil(-100*const(size.yscale))

[State 813, Bind 8]
type=targetbind
trigger1= animelemtime(8)>=0
pos=ceil(145*const(size.xscale)),ceil(-30*const(size.yscale))

[State 813, HitAdd]
type = HitAdd
trigger1 = animelemtime(8)=0
value = 1

[State 813, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(8)=0
value = -10
kill = 0
persistent = 0

[State 813, Dust]
type = Explod
trigger1 = Animelem=8
anim =17019
ID=17019
pos = 130,-20
postype = p1
sprpriority = 2
facing=-1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 813, Dust]
type = Explod
trigger1 = Animelem=8
anim =17019
ID=17019
pos = 90,10
postype = p1
sprpriority = 3
facing=-1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 813, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 =(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 813, End]
type = ChangeState
trigger1 = !AnimTime
value =814;;ifelse(Var(55)=0,822,814)
ctrl = 0

;-------------------------------
;GAMMA TORNADO THROW START P1 STATE
[Statedef 814]
type    = S
movetype= A
physics = N
velset = 0
anim = 814
sprpriority = 3
ctrl = 0

[State 814, VarAdd]
type=VarAdd
trigger1 = (command = "a") || (command = "b") || (command = "c") 
trigger2 = (command = "x") || (command = "y") || (command = "z")
v = 55
value = 6
ignorehitpause = 1

[State 814, throw]
type=targetstate
trigger1= !time && numtarget
value=833

[State 814]
type = ScreenBound
trigger1 = Alive
value = 0

[State 814, FX]
type = Explod
trigger1 = Animelem=2
anim = 6021
ID=6019
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 814, FX]
type = Explod
trigger1 = Animelem=6
anim = 16021
ID=6019
pos = 0,0
postype = p1
sprpriority = 2
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 814]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
value = 1,5

[State 814]
type = PlaySnd
trigger1 = AnimElem = 26
value = 1,5;;;3,6

[State 814, Bind 1]
type=targetbind
trigger1= numtarget && animelemtime(2)<0
pos=ceil(87*const(size.xscale)),ceil(-174*const(size.yscale))

[State 814, Bind 2]
type=targetbind
trigger1= animelemtime(2)>=0 && animelemtime(3)<0
pos=ceil(-5*const(size.xscale)),ceil(-185*const(size.yscale))

[State 814, Bind 3]
type=targetbind
trigger1= animelemtime(3)>=0 && animelemtime(4)<0
pos=ceil(-75*const(size.xscale)),ceil(-150*const(size.yscale))

[State 814, Bind 4]
type=targetbind
trigger1= animelemtime(4)>=0 && animelemtime(5)<0
pos=ceil(-75*const(size.xscale)),ceil(-120*const(size.yscale))

[State 814, Bind 5]
type=targetbind
trigger1= animelemtime(5)>=0 && animelemtime(6)<0
pos=ceil(-5*const(size.xscale)),ceil(-110*const(size.yscale))

[State 814, Bind 6]
type=targetbind
trigger1= animelemtime(6)>=0 && animelemtime(7)<0
pos=ceil(53*const(size.xscale)),ceil(-98*const(size.yscale))

[State 814, Bind 7]
type=targetbind
trigger1= animelemtime(7)>=0 && animelemtime(8)<0
pos=ceil(100*const(size.xscale)),ceil(-100*const(size.yscale))

[State 814, Bind 8]
type=targetbind
trigger1= animelemtime(8)>=0
pos=ceil(145*const(size.xscale)),ceil(-30*const(size.yscale))

[State 814, HitAdd]
type = HitAdd
trigger1 = animelemtime(8)=0
value = 1

[State 814, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(8)=0
value = -10
kill = 0
persistent = 0

[State 814, Dust]
type = Explod
trigger1 = Animelem=8
anim =17019
ID=17019
pos = 130,-20
postype = p1
sprpriority = 2
facing=-1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 814, Dust]
type = Explod
trigger1 = Animelem=8
anim =17019
ID=17019
pos = 90,10
postype = p1
sprpriority = 3
facing=-1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 814, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 =(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 814, End]
type = ChangeState
trigger1 = !AnimTime
value =ifelse(Var(55)=0,822,815);;815
ctrl = 0

;-------------------------------
;GAMMA TORNADO THROW START P1 STATE
[Statedef 815]
type    = S
movetype= A
physics = N
velset = 0
anim = 814
sprpriority = 3
ctrl = 0

[State 815, VarAdd]
type=VarAdd
trigger1 = (command = "a") || (command = "b") || (command = "c") 
trigger2 = (command = "x") || (command = "y") || (command = "z")
v = 55
value = 6
ignorehitpause = 1

[State 815, throw]
type=targetstate
trigger1= !time && numtarget
value=833

[State 815]
type = ScreenBound
trigger1 = Alive
value = 0

[State 815, FX]
type = Explod
trigger1 = Animelem=3
anim = 6023
ID=6019
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 815, FX]
type = Explod
trigger1 = Animelem=7
anim = 16023
ID=6019
pos = 0,0
postype = p1
sprpriority = 2
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 815, FX]
type = Explod
trigger1 = Animelem=2
anim = 6022
ID=6019
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 815, FX]
type = Explod
trigger1 = Animelem=6
anim = 16022
ID=6019
pos = 0,0
postype = p1
sprpriority = 2
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 815]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
value = 1,5

[State 815]
type = PlaySnd
trigger1 = AnimElem = 26
value = 1,5;;;3,6

[State 815, Bind 1]
type=targetbind
trigger1= numtarget && animelemtime(2)<0
pos=ceil(87*const(size.xscale)),ceil(-174*const(size.yscale))

[State 815, Bind 2]
type=targetbind
trigger1= animelemtime(2)>=0 && animelemtime(3)<0
pos=ceil(-5*const(size.xscale)),ceil(-185*const(size.yscale))

[State 815, Bind 3]
type=targetbind
trigger1= animelemtime(3)>=0 && animelemtime(4)<0
pos=ceil(-75*const(size.xscale)),ceil(-150*const(size.yscale))

[State 815, Bind 4]
type=targetbind
trigger1= animelemtime(4)>=0 && animelemtime(5)<0
pos=ceil(-75*const(size.xscale)),ceil(-120*const(size.yscale))

[State 815, Bind 5]
type=targetbind
trigger1= animelemtime(5)>=0 && animelemtime(6)<0
pos=ceil(-5*const(size.xscale)),ceil(-110*const(size.yscale))

[State 815, Bind 6]
type=targetbind
trigger1= animelemtime(6)>=0 && animelemtime(7)<0
pos=ceil(53*const(size.xscale)),ceil(-98*const(size.yscale))

[State 815, Bind 7]
type=targetbind
trigger1= animelemtime(7)>=0 && animelemtime(8)<0
pos=ceil(100*const(size.xscale)),ceil(-100*const(size.yscale))

[State 815, Bind 8]
type=targetbind
trigger1= animelemtime(8)>=0
pos=ceil(145*const(size.xscale)),ceil(-30*const(size.yscale))

[State 815, HitAdd]
type = HitAdd
trigger1 = animelemtime(8)=0
value = 1

[State 815, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(8)=0
value = -10
kill = 0
persistent = 0

[State 815, Dust]
type = Explod
trigger1 = Animelem=8
anim =17019
ID=17019
pos = 130,-20
postype = p1
sprpriority = 2
facing=-1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 815, Dust]
type = Explod
trigger1 = Animelem=8
anim =17019
ID=17019
pos = 90,10
postype = p1
sprpriority = 3
facing=-1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 815, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 =(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 815, End]
type = ChangeState
trigger1 = !AnimTime
value =ifelse(Var(55)=0,822,816);;816
ctrl = 0

;-------------------------------
;GAMMA TORNADO THROW START P1 STATE
[Statedef 816]
type    = S
movetype= A
physics = N
velset = 0
anim = 814
sprpriority = 3
ctrl = 0

[State 816, VarAdd]
type=VarAdd
trigger1 = (command = "a") || (command = "b") || (command = "c") 
trigger2 = (command = "x") || (command = "y") || (command = "z")
v = 55
value = 6
ignorehitpause = 1

[State 816, throw]
type=targetstate
trigger1= !time && numtarget
value=833

[State 816]
type = ScreenBound
trigger1 = Alive
value = 0

[State 816, FX]
type = Explod
trigger1 = Animelem=3
anim = 6023
ID=6019
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 816, FX]
type = Explod
trigger1 = Animelem=7
anim = 16023
ID=6019
pos = 0,0
postype = p1
sprpriority = 2
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 816, FX]
type = Explod
trigger1 = Animelem=2
anim = 6021
ID=6019
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 816, FX]
type = Explod
trigger1 = Animelem=6
anim = 16021
ID=6019
pos = 0,0
postype = p1
sprpriority = 2
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 816]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
value = 1,5

[State 816]
type = PlaySnd
trigger1 = AnimElem = 26
value = 1,5;;;3,6

[State 816, Bind 1]
type=targetbind
trigger1= numtarget && animelemtime(2)<0
pos=ceil(87*const(size.xscale)),ceil(-174*const(size.yscale))

[State 816, Bind 2]
type=targetbind
trigger1= numtarget && animelemtime(2)>=0 && animelemtime(3)<0
pos=ceil(-5*const(size.xscale)),ceil(-185*const(size.yscale))

[State 816, Bind 3]
type=targetbind
trigger1= numtarget && animelemtime(3)>=0 && animelemtime(4)<0
pos=ceil(-75*const(size.xscale)),ceil(-150*const(size.yscale))

[State 816, Bind 4]
type=targetbind
trigger1= numtarget && animelemtime(4)>=0 && animelemtime(5)<0
pos=ceil(-75*const(size.xscale)),ceil(-120*const(size.yscale))

[State 816, Bind 5]
type=targetbind
trigger1= numtarget && animelemtime(5)>=0 && animelemtime(6)<0
pos=ceil(-5*const(size.xscale)),ceil(-110*const(size.yscale))

[State 816, Bind 6]
type=targetbind
trigger1= numtarget && animelemtime(6)>=0 && animelemtime(7)<0
pos=ceil(53*const(size.xscale)),ceil(-98*const(size.yscale))

[State 816, Bind 7]
type=targetbind
trigger1= numtarget && animelemtime(7)>=0 && animelemtime(8)<0
pos=ceil(100*const(size.xscale)),ceil(-100*const(size.yscale))

[State 816, Bind 8]
type=targetbind
trigger1= numtarget && animelemtime(8)>=0
pos=ceil(145*const(size.xscale)),ceil(-30*const(size.yscale))

[State 816, HitAdd]
type = HitAdd
trigger1 = animelemtime(8)=0
value = 1

[State 816, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(8)=0
value = -10
kill = 0
persistent = 0

[State 816, Dust]
type = Explod
trigger1 = Animelem=8
anim =17019
ID=17019
pos = 130,-20
postype = p1
sprpriority = 2
facing=-1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 816, Dust]
type = Explod
trigger1 = Animelem=8
anim =17019
ID=17019
pos = 90,10
postype = p1
sprpriority = 3
facing=-1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 816, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 =(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 816, End]
type = ChangeState
trigger1 = !AnimTime
value =ifelse(Var(55)=0,822,817);;817
ctrl = 0

;-------------------------------
;GAMMA TORNADO THROW START P1 STATE
[Statedef 817]
type    = S
movetype= A
physics = N
velset = 0
anim = 814
sprpriority = 3
ctrl = 0

[State 817, VarAdd]
type=VarAdd
trigger1 = (command = "a") || (command = "b") || (command = "c") 
trigger2 = (command = "x") || (command = "y") || (command = "z")
v = 55
value = 6
ignorehitpause = 1

[State 817, throw]
type=targetstate
trigger1= !time && numtarget
value=833

[State 817]
type = ScreenBound
trigger1 = Alive
value = 0

[State 817, FX]
type = Explod
trigger1 = Animelem=3
anim = 6023
ID=6019
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 817, FX]
type = Explod
trigger1 = Animelem=7
anim = 16023
ID=6019
pos = 0,0
postype = p1
sprpriority = 2
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 817, FX]
type = Explod
trigger1 = Animelem=2
anim = 6022
ID=6019
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 817, FX]
type = Explod
trigger1 = Animelem=6
anim = 16022
ID=6019
pos = 0,0
postype = p1
sprpriority = 2
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 817]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
value = 1,5

[State 817]
type = PlaySnd
trigger1 = AnimElem = 26
value = 1,5;;;3,6

[State 817, Bind 1]
type=targetbind
trigger1= numtarget && animelemtime(2)<0
pos=ceil(87*const(size.xscale)),ceil(-174*const(size.yscale))

[State 817, Bind 2]
type=targetbind
trigger1= numtarget && animelemtime(2)>=0 && animelemtime(3)<0
pos=ceil(-5*const(size.xscale)),ceil(-185*const(size.yscale))

[State 817, Bind 3]
type=targetbind
trigger1= numtarget && animelemtime(3)>=0 && animelemtime(4)<0
pos=ceil(-75*const(size.xscale)),ceil(-150*const(size.yscale))

[State 817, Bind 4]
type=targetbind
trigger1= numtarget && animelemtime(4)>=0 && animelemtime(5)<0
pos=ceil(-75*const(size.xscale)),ceil(-120*const(size.yscale))

[State 817, Bind 5]
type=targetbind
trigger1= numtarget && animelemtime(5)>=0 && animelemtime(6)<0
pos=ceil(-5*const(size.xscale)),ceil(-110*const(size.yscale))

[State 817, Bind 6]
type=targetbind
trigger1= numtarget && animelemtime(6)>=0 && animelemtime(7)<0
pos=ceil(53*const(size.xscale)),ceil(-98*const(size.yscale))

[State 817, Bind 7]
type=targetbind
trigger1= numtarget && animelemtime(7)>=0 && animelemtime(8)<0
pos=ceil(100*const(size.xscale)),ceil(-100*const(size.yscale))

[State 817, Bind 8]
type=targetbind
trigger1= numtarget && animelemtime(8)>=0
pos=ceil(145*const(size.xscale)),ceil(-30*const(size.yscale))

[State 817, HitAdd]
type = HitAdd
trigger1 = animelemtime(8)=0
value = 1

[State 817, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(8)=0
value = -10
kill = 0
persistent = 0

[State 817, Dust]
type = Explod
trigger1 = Animelem=8
anim =17019
ID=17019
pos = 130,-20
postype = p1
sprpriority = 2
facing=-1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 817, Dust]
type = Explod
trigger1 = Animelem=8
anim =17019
ID=17019
pos = 90,10
postype = p1
sprpriority = 3
facing=-1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 817, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 =(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 817, End]
type = ChangeState
trigger1 = !AnimTime
value =ifelse(Var(55)=0,822,818);;818
ctrl = 0

;-------------------------------
;GAMMA TORNADO THROW START P1 STATE
[Statedef 818]
type    = S
movetype= A
physics = N
velset = 0
anim = 814
sprpriority = 3
ctrl = 0

[State 818, VarAdd]
type=VarAdd
trigger1 = (command = "a") || (command = "b") || (command = "c") 
trigger2 = (command = "x") || (command = "y") || (command = "z")
v = 55
value = 6
ignorehitpause = 1

[State 818, throw]
type=targetstate
trigger1= !time && numtarget
value=833

[State 818]
type = ScreenBound
trigger1 = Alive
value = 0

[State 818, FX]
type = Explod
trigger1 = Animelem=3
anim = 6023
ID=6019
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 818, FX]
type = Explod
trigger1 = Animelem=7
anim = 16023
ID=6019
pos = 0,0
postype = p1
sprpriority = 2
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 818, FX]
type = Explod
trigger1 = Animelem=2
anim = 6021
ID=6019
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 818, FX]
type = Explod
trigger1 = Animelem=6
anim = 16021
ID=6019
pos = 0,0
postype = p1
sprpriority = 2
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 818]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
value = 1,5

[State 818]
type = PlaySnd
trigger1 = AnimElem = 26
value = 1,5;;;3,6

[State 818, Bind 1]
type=targetbind
trigger1= numtarget && animelemtime(2)<0
pos=ceil(87*const(size.xscale)),ceil(-174*const(size.yscale))

[State 818, Bind 2]
type=targetbind
trigger1= numtarget && animelemtime(2)>=0 && animelemtime(3)<0
pos=ceil(-5*const(size.xscale)),ceil(-185*const(size.yscale))

[State 818, Bind 3]
type=targetbind
trigger1= numtarget && animelemtime(3)>=0 && animelemtime(4)<0
pos=ceil(-75*const(size.xscale)),ceil(-150*const(size.yscale))

[State 818, Bind 4]
type=targetbind
trigger1= numtarget && animelemtime(4)>=0 && animelemtime(5)<0
pos=ceil(-75*const(size.xscale)),ceil(-120*const(size.yscale))

[State 818, Bind 5]
type=targetbind
trigger1= numtarget && animelemtime(5)>=0 && animelemtime(6)<0
pos=ceil(-5*const(size.xscale)),ceil(-110*const(size.yscale))

[State 818, Bind 6]
type=targetbind
trigger1= numtarget && animelemtime(6)>=0 && animelemtime(7)<0
pos=ceil(53*const(size.xscale)),ceil(-98*const(size.yscale))

[State 818, Bind 7]
type=targetbind
trigger1= numtarget && animelemtime(7)>=0 && animelemtime(8)<0
pos=ceil(100*const(size.xscale)),ceil(-100*const(size.yscale))

[State 818, Bind 8]
type=targetbind
trigger1= numtarget && animelemtime(8)>=0
pos=ceil(145*const(size.xscale)),ceil(-30*const(size.yscale))

[State 818, HitAdd]
type = HitAdd
trigger1 = animelemtime(8)=0
value = 1

[State 818, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(8)=0
value = -10
kill = 0
persistent = 0

[State 818, Dust]
type = Explod
trigger1 = Animelem=8
anim =17019
ID=17019
pos = 130,-20
postype = p1
sprpriority = 2
facing=-1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 818, Dust]
type = Explod
trigger1 = Animelem=8
anim =17019
ID=17019
pos = 90,10
postype = p1
sprpriority = 3
facing=-1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 818, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 =(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 818, End]
type = ChangeState
trigger1 = !AnimTime
value =ifelse(Var(55)=0,822,819);;819
ctrl = 0

;-------------------------------
;GAMMA TORNADO THROW START P1 STATE
[Statedef 819]
type    = S
movetype= A
physics = N
velset = 0
anim = 814
sprpriority = 3
ctrl = 0

[State 819, VarAdd]
type=VarAdd
trigger1 = (command = "a") || (command = "b") || (command = "c") 
trigger2 = (command = "x") || (command = "y") || (command = "z")
v = 55
value = 6
ignorehitpause = 1

[State 819, throw]
type=targetstate
trigger1= !time && numtarget
value=833

[State 819]
type = ScreenBound
trigger1 = Alive
value = 0

[State 819, FX]
type = Explod
trigger1 = Animelem=3
anim = 6023
ID=6019
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 819, FX]
type = Explod
trigger1 = Animelem=7
anim = 16023
ID=6019
pos = 0,0
postype = p1
sprpriority = 2
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 819, FX]
type = Explod
trigger1 = Animelem=2
anim = 6022
ID=6019
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 819, FX]
type = Explod
trigger1 = Animelem=6
anim = 16022
ID=6019
pos = 0,0
postype = p1
sprpriority = 2
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 819]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
value = 1,5

[State 819]
type = PlaySnd
trigger1 = AnimElem = 26
value = 1,5;;;3,6

[State 819, Bind 1]
type=targetbind
trigger1= numtarget && animelemtime(2)<0
pos=ceil(87*const(size.xscale)),ceil(-174*const(size.yscale))

[State 819, Bind 2]
type=targetbind
trigger1= numtarget && animelemtime(2)>=0 && animelemtime(3)<0
pos=ceil(-5*const(size.xscale)),ceil(-185*const(size.yscale))

[State 819, Bind 3]
type=targetbind
trigger1= numtarget && animelemtime(3)>=0 && animelemtime(4)<0
pos=ceil(-75*const(size.xscale)),ceil(-150*const(size.yscale))

[State 819, Bind 4]
type=targetbind
trigger1= numtarget && animelemtime(4)>=0 && animelemtime(5)<0
pos=ceil(-75*const(size.xscale)),ceil(-120*const(size.yscale))

[State 819, Bind 5]
type=targetbind
trigger1= numtarget && animelemtime(5)>=0 && animelemtime(6)<0
pos=ceil(-5*const(size.xscale)),ceil(-110*const(size.yscale))

[State 819, Bind 6]
type=targetbind
trigger1= numtarget && animelemtime(6)>=0 && animelemtime(7)<0
pos=ceil(53*const(size.xscale)),ceil(-98*const(size.yscale))

[State 819, Bind 7]
type=targetbind
trigger1= numtarget && animelemtime(7)>=0 && animelemtime(8)<0
pos=ceil(100*const(size.xscale)),ceil(-100*const(size.yscale))

[State 819, Bind 8]
type=targetbind
trigger1= numtarget && animelemtime(8)>=0
pos=ceil(145*const(size.xscale)),ceil(-30*const(size.yscale))

[State 819, HitAdd]
type = HitAdd
trigger1 = animelemtime(8)=0
value = 1

[State 819, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(8)=0
value = -10
kill = 0
persistent = 0

[State 819, Dust]
type = Explod
trigger1 = Animelem=8
anim =17019
ID=17019
pos = 130,-20
postype = p1
sprpriority = 2
facing=-1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 819, Dust]
type = Explod
trigger1 = Animelem=8
anim =17019
ID=17019
pos = 90,10
postype = p1
sprpriority = 3
facing=-1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 819, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 =(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 819, End]
type = ChangeState
trigger1 = !AnimTime
value =ifelse(Var(55)=0,822,820);;820
ctrl = 0

;-------------------------------
;GAMMA TORNADO THROW START P1 STATE
[Statedef 820]
type    = S
movetype= A
physics = N
velset = 0
anim = 814
sprpriority = 3
ctrl = 0

[State 820, VarAdd]
type=VarAdd
trigger1 = (command = "a") || (command = "b") || (command = "c") 
trigger2 = (command = "x") || (command = "y") || (command = "z")
v = 55
value = 6
ignorehitpause = 1

[State 820, throw]
type=targetstate
trigger1= !time && numtarget
value=833

[State 820]
type = ScreenBound
trigger1 = Alive
value = 0

[State 820, FX]
type = Explod
trigger1 = Animelem=3
anim = 6023
ID=6019
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 820, FX]
type = Explod
trigger1 = Animelem=7
anim = 16023
ID=6019
pos = 0,0
postype = p1
sprpriority = 2
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 820, FX]
type = Explod
trigger1 = Animelem=2
anim = 6021
ID=6019
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 820, FX]
type = Explod
trigger1 = Animelem=6
anim = 16021
ID=6019
pos = 0,0
postype = p1
sprpriority = 2
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 820]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
value = 1,5

[State 820]
type = PlaySnd
trigger1 = AnimElem = 26
value = 1,5;;;3,6

[State 820, Bind 1]
type=targetbind
trigger1= numtarget && animelemtime(2)<0
pos=ceil(87*const(size.xscale)),ceil(-174*const(size.yscale))

[State 820, Bind 2]
type=targetbind
trigger1= numtarget && animelemtime(2)>=0 && animelemtime(3)<0
pos=ceil(-5*const(size.xscale)),ceil(-185*const(size.yscale))

[State 820, Bind 3]
type=targetbind
trigger1= numtarget && animelemtime(3)>=0 && animelemtime(4)<0
pos=ceil(-75*const(size.xscale)),ceil(-150*const(size.yscale))

[State 820, Bind 4]
type=targetbind
trigger1= numtarget && animelemtime(4)>=0 && animelemtime(5)<0
pos=ceil(-75*const(size.xscale)),ceil(-120*const(size.yscale))

[State 820, Bind 5]
type=targetbind
trigger1= numtarget && animelemtime(5)>=0 && animelemtime(6)<0
pos=ceil(-5*const(size.xscale)),ceil(-110*const(size.yscale))

[State 820, Bind 6]
type=targetbind
trigger1= numtarget && animelemtime(6)>=0 && animelemtime(7)<0
pos=ceil(53*const(size.xscale)),ceil(-98*const(size.yscale))

[State 820, Bind 7]
type=targetbind
trigger1= numtarget && animelemtime(7)>=0 && animelemtime(8)<0
pos=ceil(100*const(size.xscale)),ceil(-100*const(size.yscale))

[State 820, Bind 8]
type=targetbind
trigger1= numtarget && animelemtime(8)>=0
pos=ceil(145*const(size.xscale)),ceil(-30*const(size.yscale))

[State 820, HitAdd]
type = HitAdd
trigger1 = animelemtime(8)=0
value = 1

[State 820, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(8)=0
value = -10
kill = 0
persistent = 0

[State 820, Dust]
type = Explod
trigger1 = Animelem=8
anim =17019
ID=17019
pos = 130,-20
postype = p1
sprpriority = 2
facing=-1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 820, Dust]
type = Explod
trigger1 = Animelem=8
anim =17019
ID=17019
pos = 90,10
postype = p1
sprpriority = 3
facing=-1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 820, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 =(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 820, End]
type = ChangeState
trigger1 = !AnimTime
value =ifelse(Var(55)=0,822,821);;821
ctrl = 0

;-------------------------------
;GAMMA TORNADO THROW START P1 STATE
[Statedef 821]
type    = S
movetype= A
physics = N
velset = 0
anim = 814
sprpriority = 3
ctrl = 0

[State 821, VarAdd]
type=VarAdd
trigger1 = (command = "a") || (command = "b") || (command = "c") 
trigger2 = (command = "x") || (command = "y") || (command = "z")
v = 55
value = 6
ignorehitpause = 1

[State 821, throw]
type=targetstate
trigger1= !time && numtarget
value=833

[State 821]
type = ScreenBound
trigger1 = Alive
value = 0

[State 821, FX]
type = Explod
trigger1 = Animelem=3
anim = 6023
ID=6019
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 821, FX]
type = Explod
trigger1 = Animelem=7
anim = 16023
ID=6019
pos = 0,0
postype = p1
sprpriority = 2
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 821, FX]
type = Explod
trigger1 = Animelem=2
anim = 6022
ID=6019
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 821, FX]
type = Explod
trigger1 = Animelem=6
anim = 16022
ID=6019
pos = 0,0
postype = p1
sprpriority = 2
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 821]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
value = 1,5

[State 821]
type = PlaySnd
trigger1 = AnimElem = 26
value = 1,5;;;3,6

[State 821, Bind 1]
type=targetbind
trigger1= numtarget && animelemtime(2)<0
pos=ceil(87*const(size.xscale)),ceil(-174*const(size.yscale))

[State 821, Bind 2]
type=targetbind
trigger1= numtarget && animelemtime(2)>=0 && animelemtime(3)<0
pos=ceil(-5*const(size.xscale)),ceil(-185*const(size.yscale))

[State 821, Bind 3]
type=targetbind
trigger1= numtarget && animelemtime(3)>=0 && animelemtime(4)<0
pos=ceil(-75*const(size.xscale)),ceil(-150*const(size.yscale))

[State 821, Bind 4]
type=targetbind
trigger1= numtarget && animelemtime(4)>=0 && animelemtime(5)<0
pos=ceil(-75*const(size.xscale)),ceil(-120*const(size.yscale))

[State 821, Bind 5]
type=targetbind
trigger1= numtarget && animelemtime(5)>=0 && animelemtime(6)<0
pos=ceil(-5*const(size.xscale)),ceil(-110*const(size.yscale))

[State 821, Bind 6]
type=targetbind
trigger1= numtarget && animelemtime(6)>=0 && animelemtime(7)<0
pos=ceil(53*const(size.xscale)),ceil(-98*const(size.yscale))

[State 821, Bind 7]
type=targetbind
trigger1= numtarget && animelemtime(7)>=0 && animelemtime(8)<0
pos=ceil(100*const(size.xscale)),ceil(-100*const(size.yscale))

[State 821, Bind 8]
type=targetbind
trigger1= numtarget && animelemtime(8)>=0
pos=ceil(145*const(size.xscale)),ceil(-30*const(size.yscale))

[State 821, HitAdd]
type = HitAdd
trigger1 = animelemtime(8)=0
value = 1

[State 821, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(8)=0
value = -10
kill = 0
persistent = 0

[State 821, Dust]
type = Explod
trigger1 = Animelem=8
anim =17019
ID=17019
pos = 130,-20
postype = p1
sprpriority = -3
facing=-1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 821, Dust]
type = Explod
trigger1 = Animelem=8
anim =17019
ID=17019
pos = 90,10
postype = p1
sprpriority = 3
facing=-1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 821, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 =(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 821, End]
type = ChangeState
trigger1 = !AnimTime
value = 822
ctrl = 0

;---------------------------------
;GAMMA TORNADO THROW P1 STATE END
[Statedef 822]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 822
VelSet = 0,0 
sprpriority = 2

[State 821, Remove FX]
type=RemoveExplod
trigger1=1
ID=6019

[State 822, Voice]
type = PlaySnd
trigger1 = Time=5
value =2,ifelse(Random<=300,33,34)
channel=2

[State 822, Turning to throw]
type = TargetBind
trigger1 = AnimElem = 1
pos = 100, -90
time = 6

[State 822, Dust]
type = Explod
trigger1 = Animelem=1,=5
anim =17019
ID=17019
pos = 130,-20
postype = p1
sprpriority = 2
facing=-1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 822]
type = TargetBind
trigger1 = AnimElem = 2
pos = -125, -153
;pos = -90, 100
time = 6

[State 822]
type = TargetState
trigger1 = AnimElem = 1
value = 839

[State 822]
type = TargetLifeAdd
trigger1 = AnimElem = 3,>=3
value = -10
kill = 1
persistent = 0

[State 822]
type = TargetDrop
trigger1 = animelem = 4

[State 822]
type = Turn
trigger1 = AnimElem = 4
trigger1 = P2bodydist x<0

[State 822]
type = SprPriority 
trigger1 = AnimElemTime(2) >= 0
value = -2

[State 822]
type =SprPriority 
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
value = 2

[State 822]
type=Helper
trigger1=Animelem=3
name="Sounds & FX"
Stateno=823
ID=823
persistent=0

[State 822]
type = ChangeState
triggerall = Animtime = 0
trigger1 = BackEdgeDist < 0
value = 100

[State 822]
type = ChangeState
trigger1 = AnimElem = 4, =1
trigger1 = BackEdgeDist >= 0
value = 0
ctrl = 1

;------------------------------------
;GAMMA TORNADO THROW - Sounds & FX Helper State
[Statedef 823]
type = S
velset = 0,0
sprpriority = 0
anim = 9741
ctrl = 0

[State 823]
type=PlaySnd
trigger1=P2stateno=5100
value=1,20
channel=1
persistent=0

[State 823]
type=Explod
trigger1=NumExplod(17012)<=0
trigger1=P2stateno=5100
anim=17012
pos=0,0
postype=p2
facing=1
sprpriority=3
bindtime=1
pausemovetime=999
supermovetime=999
ID=17012
persistent=0

[State 823]
type = EnvShake
trigger1=NumExplod(17012)>=1
trigger1=P2stateno=5100
time = 20
ampl = -6
freq = 150
persistent=0

[State 823, Rocks]
type = helper
trigger1=P2stateno=5100
stateno = 4500
id = 4500
pos = 0,0
postype = p2
sprpriority =4
helpertype = normal
ownpal = 1
persistent=0

[State 823]
type = DestroySelf
trigger1 =Parent,Ctrl=1
ignorehitpause=1
;-------------------------------
;GAMMA TORNADO THROW(light) P2 TECH HIT STATE
[Statedef 830]
type    = A
movetype= H
physics = N
ctrl = 0
poweradd = 80
sprpriority = 1

[State 830]
type = ChangeAnim2
trigger1 = time = 0
value = 830

[State 830]
type = ScreenBound
trigger1 = Alive
value = 0

[State 830]
type = ChangeState
Trigger1 = Time = 8
value = 831
ctrl = 0

;-------------------------------
;GAMMA TORNADO THROW(light) P2 STATE
[Statedef 831]
type    = A
movetype= H
physics = N
ctrl = 0
poweradd = 80
sprpriority = 1

[State 831]
type = ChangeAnim2
trigger1 = time = 0
value = 831

[State 831]
type = AfterImage
trigger1 = Time = 5
length = 5
timegap = 1
framegap = 1
PalBright   = 0,0,0
PalContrast = 100,100,100
PalMul      = 1,1,1
trans = Add1
time = 0

[State 831]
type = AfterImageTime
trigger1 = 1
time = 2

[State 831]
type = ScreenBound
trigger1 = Alive
value = 0

;-------------------------------
;GAMMA TORNADO THROW(light) P2 STATE
[Statedef 832]
type    = A
movetype= H
physics = N
ctrl = 0
poweradd = 80
sprpriority = 1

[State 832]
type = ChangeAnim2
trigger1 = time = 0
value = 832

[State 832]
type = AfterImage
trigger1 = Time = 5
length = 5
timegap = 1
framegap = 1
PalBright   = 0,0,0
PalContrast = 100,100,100
PalMul      = 1,1,1
trans = Add1
time = 0

[State 832]
type = AfterImageTime
trigger1 = 1
time = 2

[State 832]
type = ScreenBound
trigger1 = Alive
value = 0

;-------------------------------
;GAMMA TORNADO THROW(light) P2 STATE
[Statedef 833]
type    = A
movetype= H
physics = N
ctrl = 0
poweradd = 80
sprpriority = 1

[State 833]
type = ChangeAnim2
trigger1 = time = 0
value = 833

[State 833]
type =null;; AfterImage
trigger1 = !Time
length = 5
timegap = 1
framegap = 1
PalBright   = 0,0,0
PalContrast = 100,100,100
PalMul      = 1,1,1
trans = Add1
time = 0

[State 833]
type = AfterImage
trigger1 = time=7
length = 5
timegap = 1
framegap = 1
PalBright   = 0,0,0
PalContrast = 100,100,100
PalMul      = 1,1,1
trans = Add1
time = 0

[State 833]
type =AfterImageTime
trigger1 = 1
time = 2

[State 833]
type = ScreenBound
trigger1 = Alive
value = 0

;---------------------------------
;GAMMA TORNADO P2 Thrown into ground
[Statedef 839]
type = A
movetype = H
physics = N
sprpriority = 0

[State 822]
type = ScreenBound
trigger1 = Alive
value = 1
movecamera = 1,1

[State 839]
type = VelSet
trigger1 = time = [0,8]
x = -15
y = -3

[State 839]
type = VelSet
trigger1 = time = [9,14] 
x = -15
y = 1

[State 839]
type = VelSet
trigger1 = time >= 15
x = -10
y = 7

[State 839]
type = ChangeAnim2
trigger1 = time = 0
value = 839

[State 839]
type = Gravity
trigger1 = 1

[State 839]
type =null;; TargetLifeAdd
trigger1 = time = 5
value = -65
persistent = 0

[State 839]
type=selfstate
triggerall=vel y>0&&alive&&canrecover
trigger1=command="recovery"
value=ifelse((pos y>=-20),5200,5210)

[State 839]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;-------------------------------
;GAMMA TORNADO THROW P2 STATE
[Statedef 841]
type    = A
movetype= H
physics = N
ctrl = 0
poweradd = 80
sprpriority = 2

[State 841]
type = ChangeAnim2
trigger1 = time = 0
value = 841

[State 841]
type = ScreenBound
trigger1 = Alive
value = 0

;---------------------------------
; Air Throw - Attempt
[Statedef 850]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 850
VelSet = 0,0 
poweradd = 50
sprpriority = 1

[State 850, Voice]
type = PlaySnd
trigger1 = !Time
value =2,21
channel=2

[State 850]
type = HitDef
triggerall = var(20) != 20
Trigger1 = Time = 0
attr = A, NT         
hitflag = AF         
priority = 5, Miss    
sparkno = -1  
hitsound = s800,0     
sprpriority = 0   
damage=ifelse((prevstateno=[600,650]),10,50)    
p1facing = ifelse (command = "holdfwd", 1, -1) 
p2facing = 1         
p1stateno = 851      
p2stateno = 852   
guard.dist = 0       
fall = 1     
fall.damage = 100   
kill = 0
fall.kill = 1      

[State 850]
type = HitDef
triggerall = var(20) = 20
Trigger1 = Time = 0
attr = A, NT         
hitflag = AF         
priority = 5, Miss    
sparkno = -1  
hitsound = s800,0   
damage=ifelse((prevstateno=[600,650]),10,50)  
sprpriority = 0       
p1facing = 1
p2facing = 1         
p1stateno = 851      
p2stateno = 852      
guard.dist = 0  
;numhits=0      
fall = 1     
fall.damage = 125   
kill = 0
fall.kill = 1  

[State 850]
type = ChangeState
trigger1 = AnimTime = 0
value = 855
ctrl = 1

;---------------------------------------------------
; Air Throw - P1 Throwing Opponent
[Statedef 851]
type = A
movetype = I
physics = N
anim = 851
velset = 0, 0
sprpriority = 2
ctrl = 0
poweradd = 80

[State 851]
type = Explod
trigger1 = Animelem=2
anim = 853
ID=853
pos = 0,0
postype = p1
sprpriority = -2
bindtime = -1
ignorehitpause=1
removeongethit=1

[State 851, HitAdd]
type =NULL;; HitAdd
trigger1 = P2stateno=852
value =Var(54)+1
persistent=0

[State 851]
type = ScreenBound
trigger1 = Alive
value = 0

[State 851]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,0

[State 851]
type = VarSet
trigger1 = var(20)=20
trigger1 = 1
v = 45
value = 1

[State 851]
type = TargetBind
trigger1= numtarget && animelemtime(2)<0
pos = 80, -120
time = 12

[State 851]
type = SprPriority 
trigger1 = AnimElem = 2
value = 0

[State 851]
type = TargetBind
trigger1= numtarget && animelemtime(2)>=0 && animelemtime(3)<0
pos = -45, -175
time = 4

[State 851]
type = TargetBind
trigger1= numtarget && animelemtime(3)>=0 && animelemtime(4)<0
pos = 10, -170
time = 4

[State 851]
type = TargetBind
trigger1= numtarget && animelemtime(4)=0
pos = 30, 0
time = 3

[State 851]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -30
kill = 0
persistent = 0

[State 851]
type = TargetState
trigger1 = AnimElem = 5
value = 853

[State 851]
type = TargetDrop
trigger1 = animelem = 6

[State 851]
type=Helper
trigger1=Numtarget
trigger1=P2stateno=853
name="Sounds & FX"
Stateno=856
ID=856
persistent=0

[State 851]
type = ChangeState
triggerall = var(20) = 20
triggerall = p2life != 0
triggerall = ifelse(var(46)=20,power>=1000,power>=ifelse(life>=500,2000,1000))
trigger1 = time >= 38
value = 3700
ctrl = 0

[State 851]
type = ChangeState
trigger1 = AnimTime = 0
value = 855
ctrl = 1

;---------------------------------------------------
; Air Throw - P2 Being Thrown
[Statedef 852]
type = A
movetype = H
physics = N
ctrl = 0
poweradd = 80
sprpriority = -1

[State 852]
type = ChangeAnim2
trigger1 = time = 0
value = 852

[State 852]
type = ScreenBound
trigger1 = Alive
value = 0

;----------------------
;P2 Thrown into ground
[Statedef 853]
type = A
movetype = H
physics = N
velset = 0, 10
sprpriority = -1

[State 853]
type =null;; PosAdd
trigger1 = !time
x = -15

[State 853]
type = Gravity
trigger1 = 1

[State 853]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= -10
value = 854

;---------------------------------------------------
;Air Throw P2 Lie on the ground
[Statedef 854]
type    = L
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 854, LifeAdd]
type = LifeAdd
trigger1 =!Time
value = -20

[State 854, PowerAdd]
type = PowerAdd
trigger1 =!Time
value = 80

[State 854]
type = PosSet
trigger1 = Time = 0
y = 0

[State 854]
type = ChangeAnim
Trigger1 = 1
value = 5110

[State 854]
type = SelfState
triggerall = !Alive
trigger1 = 1;;;Time = 0
value = 5080

[State 854]
type = SelfState
triggerall = Alive
trigger1 = Time = 50
value = 5120
;-----------------------
;Air Throw - P1 Landing
[Statedef 855]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 855
sprpriority = 1

[State 855]
type =null;; ChangeState
triggerall = power >= 1000
trigger1 = command = "gammabomb"
value = 3700
ctrl = 0

[State 855]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0

;------------------------------------
;Air Throw - Sounds & FX Helper State
[Statedef 856]
type = S
velset = 0,0
sprpriority = 0
anim = 9741
ctrl = 0

[State 856]
type=PlaySnd
trigger1=P2stateno=854
value=1,20
channel=1
persistent=0

[State 856]
type=Explod
trigger1=NumExplod(17012)<=0
trigger1=P2stateno=854
anim=17012
pos=0,0
postype=p2
facing=1
sprpriority=3
bindtime=1
pausemovetime=999
supermovetime=999
ID=17012
persistent=0

[State 856]
type = EnvShake
trigger1=NumExplod(17012)>=1
trigger1=P2stateno=854
time = 20
ampl = -6
freq = 150
persistent=0

[State 856, Rocks]
type = helper
trigger1=P2stateno=854
stateno = 4500
id = 4500
pos = 0,0
postype = p2
sprpriority =4
helpertype = normal
ownpal = 1
persistent=0

[State 856]
type = DestroySelf
trigger1 =Parent,stateno=3701
trigger2 =Parent,stateno=3751
trigger3 =Parent,Ctrl=1
ignorehitpause=1

;---------------------------------
;WALL THROW
[Statedef 860]
type = S
movetype= A
physics = S
anim = 860
sprpriority = 5
poweradd = 80
ctrl = 0

[State 860, FX]
type = PlaySnd
trigger1 = animelem = 3
value = 1,37
channel=1

[State 860, Voice]
type = PlaySnd
trigger1 = animelem = 3
value = 2,11
channel=2

[State 860]
type = HitDef
trigger1 = AnimElem = 4
attr = S, ST
hitflag = M-
guardflag = 
priority = 5, Hit 
damage = 40
sprpriority = 5
pausetime = 4,10
snap = 120, -30, 0, 1 ; Bind target for 1 frame
sparkno=S7007
sparkxy = -10,-30
hitsound = s800,0    
p1facing = ifelse (command = "holdback", -1, 1) 
p2facing = 1         
p1stateno = 866      
p2stateno = 867            
fall = 1   
fall.damage = 120    
kill = 0
fall.kill = 1        

[State 860]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------
;WALL THROW TECH HIT DECIDER
[Statedef 866]
type    = S
movetype= A
physics = N
velset = 0
anim = 817
ctrl = 0

[State 866]
type = TargetBind
trigger1 = time <= 8
pos = 120, -30
time = 8

[State 866]
type = VarSet
trigger1 = Time = [0,6]
trigger1 = target, command = "x" 
trigger2 = target, command = "y" 
trigger3 = target, command = "z" 
trigger4 = target, command = "recovery" 
var(32) = 1

[State 866]
type = targetstate
TriggerAll = Time = 6
trigger1 = var(32) = 0
value = 862

[State 866]
type = targetstate
TriggerAll = Time = 6
trigger1 = var(32) = 1
value = 897

[State 866]
type = changeState
triggerall = var(32) = 1
Trigger1 = Time = 6
value = 896
ctrl = 0

[State 866]
type = ChangeState
triggerall = var(32) = 0
Trigger1 = Time = 6
value = 861
ctrl = 0
;------------------------------------------
;WALL THROW P2 STATE
[Statedef 867]
type    = A
movetype= H
physics = N
ctrl = 0
poweradd = 80
sprpriority = 2

[State 867]
type = ChangeAnim2
trigger1 = time = 0
value = 818

[State 867]
type = ScreenBound
trigger1 = Alive
value = 0

[State 867]
type = ChangeState
Trigger1 = Time = 10
value = 841
ctrl = 0

;------------------------------------------
;WALL THROW P1 STATE
[Statedef 861]
type = S
movetype= A
physics = N
velset = 0
anim = 861
ctrl = 0

[State 861]
type =PlaySnd
trigger1 = AnimElem = 4
value = 0,2
channel=1

[State 861]
type = TargetBind
trigger1 = AnimElem = 1
pos = 55, -102
time = 12

[State 861]
type = SprPriority 
trigger1 = AnimElem = 1
value = 3

[State 861]
type = TargetBind
trigger1 = AnimElem = 2
pos = -25, -108
time = 4

[State 861]
type = SprPriority 
trigger1 = AnimElem = 2
value = 3

[State 861]
type = TargetBind
trigger1 = AnimElem = 3
pos = -78, -115
time = 4

[State 861]
type = TargetBind
trigger1 = AnimElem = 4
pos = -30, -103
;pos = 0, -150
time = 4

[State 861]
type = TargetBind
trigger1 = AnimElem = 5
pos = 50, -97
time = 4

[State 861]
type = TargetBind
trigger1 = AnimElem = 6
pos = 107, -100
time = 4

[State 861]
type = TargetState
trigger1 = AnimElem = 7
value = 863

;[State 861]
;type = TargetDrop
;trigger1 = animelem = 7

[State 861, Explod]
type = Explod
trigger1 = P2stateno =864
ID =7013
anim =7013
postype = p2
pos = -20,20
facing=-1
bindtime = 1
sprpriority = 3
persistent = 0

[State 861, EnvShake]
type = EnvShake
trigger1 = P2stateno =864
time = 20
freq = 90
ampl = -4
phase = 90
ignorehitpause = 1
;persistent =

[State 861]
type = ChangeState
triggerall = var(20)=20
triggerall = power <= 999
trigger1 = AnimTime = 0
value = 1500
ctrl = 0

[State 861]
type = ChangeState
triggerall = var(20)=20
triggerall = power = [1000,2999]
triggerall = FrontEdgeBodyDist >= 70
trigger1 = AnimTime = 0
value = 3200
ctrl = 0

[State 861]
type = ChangeState
triggerall = var(20)=20
triggerall = power = [1000,2999]
triggerall = FrontEdgeBodyDist <= 69
trigger1 = AnimTime = 0
value = 3400
ctrl = 0

[State 861]
type = ChangeState
triggerall = var(20)=20
triggerall = power = 3000
trigger1 = AnimTime = 0
value = 3500
ctrl = 0

[State 861]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;WALL THROW P2 STATE
[Statedef 862]
type = A
movetype= H
physics = N
ctrl = 0
poweradd = 80
sprpriority = 2

[State 862]
type = ChangeAnim2
trigger1 = time = 0
value = 862

[State 862]
type = ScreenBound
trigger1 = Alive
value = 0

;----------------------
;P2 Thrown across screen
[Statedef 863]
type = A
movetype = H
physics = N
velset = 0,0
SprPriority = 0

[State 863]
type = ChangeAnim2
trigger1 = time = 0
value = 863

[State 893]
type = posadd
trigger1 = time = 0
x = -30

[State 863]
type = VelSet
trigger1 = animelem = 1
x = -15
y = 0

[State 863]
type = EnvShake
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 5
time = 15

[State 863]
type = ChangeState
triggerall = time >= 1
triggerall = Pos Y < 0
trigger1 = BackEdgeBodyDist <= 20
;trigger2 = FrontEdgeBodyDist <= 20
value = 864

;---------------------------------
;P2 Hit Wall
[Statedef 864]
type = A
movetype = H
physics = N
velset = 0,0
SprPriority = 0

[State 864]
type = ChangeAnim2
trigger1 = Time = 0
value = 864

[State 864]
type = PosFreeze
trigger1 = 1

[State 864]
type = ChangeState
trigger1 = AnimTime = 0
value = 865

;---------------------------------
;P2 goes up from wall hit
[Statedef 865]
type = A
movetype = H
physics = N
sprpriority = -1

[State 865]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 865]
type = ChangeAnim2
trigger1 = time = 0
value = 865

[State 865]
type = posadd
trigger1 = time = 0
y = 60

[State 865]
type = ScreenBound
trigger1 = time >=0
value = 0

[State 865]
type = Velset
trigger1 = time = 0
x = 3
y = -9

[State 865]
type = Gravity
trigger1 = 1

[State 865]
type=selfstate
triggerall=vel y>0&&alive&&canrecover
trigger1=command="recovery"
value=ifelse((pos y>=-20),5200,5210)

[State 865]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;----------------------------------------
;GAMMA POUND START
[Statedef 890]
type    = S
movetype= A
physics = S
anim = 890
velset = 0
ctrl = 0

[State 890]
type =null; PlaySnd
trigger1 = AnimElem = 1
value = 0,11

[State 890]
type = HitDef
Trigger1 = AnimElem = 4
attr = S, ST
getpower  = 50
givepower = 40
hitflag = M-
guardflag = ifelse(p2stateno = 131,-,M)
;guardflag = M
priority = 1, Miss
pausetime = 4,10
snap = 146, -88, 0, 1 ; Bind target for 1 frame
sparkno=S7007
guard.sparkno=S7004
sparkxy = -35,-90
p2facing = -1
p1stateno = 894
p2stateno = 895
hitsound = s800,0
guardsound = s0,12
fall = 1
fall.damage = 40
kill = 0
fall.kill = 1 
          
[State 890]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------
;GAMMA POUND TECH HIT DECIDER
[Statedef 894]
type    = S
movetype= A
physics = N
velset = 0
anim = 819
ctrl = 0

[State 894]
type = TargetBind
trigger1 = time <= 8
pos = 146, -88
time = 8

[State 894]
type = VarSet
trigger1 = Time = [0,6]
trigger1 = target, command = "x" 
trigger2 = target, command = "y" 
trigger3 = target, command = "z" 
trigger4 = target, command = "recovery" 
var(32) = 1

[State 894]
type = targetstate
TriggerAll = Time = 6
trigger1 = var(32) = 0
value = 892

[State 894]
type = targetstate
TriggerAll = Time = 6
trigger1 = var(32) = 1
value = 898

[State 894]
type = changeState
triggerall = var(32) = 1
Trigger1 = Time = 6
value = 896
ctrl = 0

[State 894]
type = ChangeState
triggerall = var(32) = 0
Trigger1 = Time = 6
value = 891
ctrl = 0
;------------------------------------------
;GAMMA POUND P2 STATE
[Statedef 895]
type    = A
movetype= H
physics = N
ctrl = 0
poweradd = 80
sprpriority = 2

[State 895]
type = ChangeAnim2
trigger1 = time = 0
value = 818

[State 895]
type = ScreenBound
trigger1 = Alive
value = 0

[State 895]
type = ChangeState
Trigger1 = Time = 8
value = 892
ctrl = 0
;------------------------------------------

;GAMMA POUND P1 STATE
[Statedef 891]
type    = S
movetype= A
physics = N
velset = 0
anim = 891
poweradd = 50
ctrl = 0

[State 891]
type = ScreenBound
trigger1 = Alive
value = 1

[State 891]
type =null; PlaySnd
trigger1 = Time = 5
value = 3,18

[State 891]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
value = 0,8

[State 891]
type =null; PlaySnd
trigger1 = AnimElem = 11
value = 3,6

[State 891]
type = PlaySnd
trigger1 = AnimElem = 12
value = 0,6

[State 891]
type = EnvShake
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 12
time = 15
ampl = -5
freq = 100
phase = 1
removeongethit = 1

[State 891]
type = Explod
Anim = 7000
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 12
postype = P1
pos = 115,-55
bindtime = 1
removeTime = 7
sprpriority = 5
ownpal = 1

[State 820]
type = TargetBind
trigger1 = AnimElem = 1
pos = 120, -140
time = 39

[State 820]
type = SprPriority 
trigger1 = AnimElem = 1
value = 0

[State 820]
type = TargetBind
trigger1 = AnimElem = 2
pos = 120, -110
time = 9

[State 891]
type = SprPriority 
trigger1 = AnimElem = 2
value = 3

[State 891]
type = TargetBind
trigger1 = AnimElem = 3
pos = 115, -60
time = 3

[State 891]
type = TargetBind
trigger1 = AnimElem = 4
pos = 120, -60
time = 3

[State 891]
type = TargetBind
trigger1 = AnimElem = 5
pos = 115, -60
time = 3

[State 891]
type = TargetBind
trigger1 = AnimElem = 6
pos = 120, -60
time = 3

[State 891]
type = TargetBind
trigger1 = AnimElem = 7
pos = 120, -60
time = 3

[State 891]
type = TargetBind
trigger1 = AnimElem = 8
pos = 120, -60
time = 3

[State 891]
type = TargetBind
trigger1 = AnimElem = 9
pos = 120, -60
time = 3

[State 891]
type = TargetBind
trigger1 = AnimElem = 10
pos = 120, -60
time = 3

[State 891]
type = TargetBind
trigger1 = AnimElem = 11
pos = 120, -60
time = 3

[State 891]
type = TargetBind
trigger1 = AnimElem = 12
pos = 120, -60
time = 3

[State 891]
type = TargetState
trigger1 = AnimElem = 13
value = 893

[State 891]
type = TargetDrop
trigger1 = animelem = 14

[State 891]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -50
kill=0
persistent = 0

[State 891]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -50
kill=0
persistent = 0

[State 891]
type = TargetLifeAdd
trigger1 = AnimElem = 11,>=3
value = -100
kill=1
persistent = 0

[State 891]
type = ChangeState
triggerall = Animtime = 0
trigger1 = BackEdgeDist < 0
value = 100

[State 891]
type = ChangeState
trigger1 = Animtime = 0
trigger1 = BackEdgeDist >= 0
value = 0
ctrl = 1
;-------------------------------
;GAMMA POUND P2 STATE
[Statedef 892]
type    = A
movetype= H
physics = N
ctrl = 0
poweradd = 80
sprpriority = 2

[State 822]
type = ScreenBound
trigger1 = Alive
value = 1

[State 892]
type = ChangeAnim2
trigger1 = time = 0
value = 892

[State 892]
type = ScreenBound
trigger1 = Alive
value = 0

;---------------------------------
;GAMMA POUND P2 Thrown into ground
[Statedef 893]
type = A
movetype = H
physics = N
sprpriority = -1

[State 893]
type = ChangeAnim2
trigger1 = time = 0
value = 893

[State 893]
type = posadd
trigger1 = time = 10
y = -50

[State 893]
type = ScreenBound
trigger1 = time <= 4
value = 1

[State 893]
type = ScreenBound
trigger1 = time >= 5
value = 0

[State 893]
type = VelSet
trigger1 = time = [0,13]
x = 5
y = -19

[State 893]
type = VelSet
trigger1 = time >= 14 
x = -2
y = 1

[State 893]
type = Gravity
trigger1 = 1

[State 893]
type = turn
trigger1 = time = 14

[State 893]
type = SelfState
trigger1 = time = 15
value = 5050

[State 893]
type=selfstate
triggerall=vel y>0&&alive&&canrecover
trigger1=command="recovery"
value=ifelse((pos y>=-20),5200,5210)

[State 893]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------
;P1 THROW TECH HIT STATE
[Statedef 896]
type    = S
movetype= I 
physics = S
anim = 5940
ctrl = 0

[State 896]
type = VelSet
trigger1 = time <= 5 
x = -10

[State 896]
type = PlaySnd
trigger1 = time = 0
value = 1000,7
channel = 0

[State 896, Voice]
type = PlaySnd
trigger1 = time = 0
value = 2,25
channel = 2

[State 896]
type = EnvShake
trigger1 = time = 0
time = 20
ampl = -2

[State 896]
type = PalFX
trigger1 = Time = 0
trigger2 = Time = 10
time = 2
add = 50,50,50
mul = 300,300,300

[State 896, Dust]
type = Explod
Anim = 7018
trigger1 = !Time
postype = P1
pos = -25,0
facing=-1
bindtime = 1
sprpriority = 3
ownpal = 1

[State 896]
type = Explod
Anim =7006
trigger1 = !Time
postype = Left
pos = 160,240
bindtime = 1
sprpriority = -5
ownpal = 1

[State 896]
type = VarSet
trigger1 = Time = 0
var(32) = 0

[State 896]
type = ChangeState
trigger1 = Time = 30
value = 0
ctrl = 1
;---------------------------------
;P2 THROWN TECH HIT STATE
[Statedef 897]
type    = S
movetype= I 
physics = S
ctrl = 0

[State 897]
type = VelSet
trigger1 = time <= 5 
x = -10

[State 897]
type = PosSet
trigger1 = time = 0 
y = 0

[State 897]
type = PalFX
trigger1 = Time = 0
trigger2 = Time = 10
time = 2
add = 50,50,50
mul = 300,300,300

[State 897]
type = changeanim
Trigger1 = selfanimexist(15945)
Trigger1 = time = 0
value = 15945

[State 898]
type = changeanim
Trigger1 = !selfanimexist(15945)
Trigger1 = Time = 0
value = 5007

[State 897]
type = VarSet
trigger1 = animtime = 0
v = 32
value = 0

[State 897]
type = SelfState
trigger1 = Time = 30
value = 0
ctrl = 1

;---------------------------------
;P2 THROWN TECH HIT State
[Statedef 898]
type    = S
movetype= I 
physics = S
ctrl = 0

[State 898]
type = VelSet
trigger1 = time <= 5 
x = 10

[State 898]
type = PosSet
trigger1 = time = 0 
y = 0

[State 898]
type = PalFX
trigger1 = Time = 0
trigger2 = Time = 10
time = 2
add = 50,50,50
mul = 300,300,300

[State 898]
type = changeanim
Trigger1 = selfanimexist(15946)
Trigger1 = time = 0
value = 15946

[State 899]
type = changeanim2
Trigger1 = !selfanimexist(15946)
Trigger1 = Time = 0
value = 15947

[State 898]
type = VarSet
trigger1 = animtime = 0
v = 32
value = 0

[State 898]
type = SelfState
trigger1 = Time = 30
value = 0
ctrl = 1
;==============================================================================================
;==============================================================================================
;                                           SPECIAL ATTACKS
;==============================================================================================
;==============================================================================================
;GAMMA CHARGE HORIZONTAL(start)
[Statedef 1000]
type    = S
movetype= A
physics = S
velset = 0
;Anim=1000
poweradd = 50
ctrl = 0

[State 1000, ChangeAnim]
type = ChangeAnim
triggerall = prevstateno != 9000
trigger1 = Time = 0 && Anim != 1000
value = 1000

[State 1000, Varset]
type = VarSet
trigger1 = 1
v = 29
value = 0

[State 1000, VarSet]
type=VarSet
trigger1= 1
v=3
value=0

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 1003
ctrl = 0

;---------------------------------
;GAMMA CHARGE HORIZONTAL(light)
[Statedef 1003]
type    = S
movetype= A
physics = S
velset = 0
ctrl = 0

[State 1003, ChangeAnim]
type = ChangeAnim
triggerall = prevstateno != 9000
trigger1 = Time = 0 && Anim != 1003
value = 1003

[State 1003]
type = PosSet
trigger1=1
y=0

[State 1003, FX]
type = PlaySnd
trigger1 = !Time
value=1,25
channel=1

[State 1003, Voice]
type = PlaySnd
trigger1 = !Time
value=2,37
channel=2

[State 1003]
type = Explod
Anim = 6000
trigger1 = Time = 0
postype = P1
pos =0,0
bindtime =-1
removeTime = 16
sprpriority = 5
removeongethit=1
ownpal = 1
ID=6000

[State 1003]
type = Explod
Anim = 6003
trigger1 = Time = 0
postype = P1
pos =0,0
bindtime =-1
removeTime = 16
sprpriority = 5
removeongethit=1
ownpal = 1
ID=6003

[State 1003, FX]
type = Explod
Anim = 7021
trigger1 = !Time
postype = P1
pos =-48,0
bindtime =1
sprpriority = -3
removeongethit=1
ownpal = 1
ID=7021

[State 1003]
type = Explod
Anim =7018
trigger1 = Time = 20
postype = P1
pos = -19,-2
bindtime = 1
removeTime = 22
sprpriority = 3
ownpal = 1

[State 1003]
type = VelAdd
trigger1 = time = [0,16]
x = 4

[State 1003]
type = NotHitBy
trigger1=p2bodydist x >=0
trigger1=1
value = ,NA,SA,AT,NP,SP
time=1

[State 1003]
type=Helper
trigger1=1
stateno=1006
ID=1006
helpertype=Normal
name="projectile cancel"
postype=p1
pos=0,0
keyctrl=0
ownpal=1
ignorehitpause=0
persistent=0

[State 1003]
type = HitDef
trigger1 = animelemtime(1) = 0 || animelemtime(2) = 2
attr = S, SA
damage=ifelse(var(25)=1,25,30),3
getpower = 30,10
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3,8
numhits = 1
sparkno = S7001
sparkxy = -7,-55
guard.sparkno = S7004
hitsound=s0,9
guardsound = s0,13
ground.type = low
ground.slidetime = 0
ground.hittime  = 55
ground.velocity = -1,-11.3
air.velocity = -1,-9.5
guard.velocity = -5
ground.recovertime = 35
fall = 1
fall.recover=0
down.bounce = 1
air.recover = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 
fall.damage = 10 
yaccel = .6
kill=0

[State 1003]
type = HitDef
trigger1 = animelemtime(3) = 3
attr = S, SA
damage=ifelse(var(25)=1,15,20),5
getpower = 30,10
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3,8
numhits = 1
sparkno = S7001
sparkxy = -7,-55
guard.sparkno = S7004
hitsound=s0,9
guardsound = s0,13
ground.type = low
ground.slidetime = 0
ground.hittime  = 55
ground.velocity = -1,-11.3
air.velocity = -1,-9.5
guard.velocity = -5
ground.recovertime = 35
fall = 1
fall.recover=0
down.bounce = 1
air.recover = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
fall.damage = 10
yaccel = .6
P2stateno=1026

[State 1003, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=1026)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1003, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5000)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1003, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5020)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1003, Varset]
type = VarSet
trigger1 = command = "a"
v = 29
value = 1
ignorehitpause = 1

[State 1003, Varset]
type = VarSet
trigger1 = command = "b"
v = 29
value = 2
ignorehitpause = 1

[State 1003, Varset]
type = VarSet
trigger1 = command = "c"
v = 29
value = 3
ignorehitpause = 1

[State 1003, Forward]
type = ChangeState
triggerall=Roundstate=2
trigger1 = Var(29)=1
trigger1 = time = 16
value = 1023

[State 1003, Up]
type = ChangeState
triggerall=Roundstate=2
trigger1 = Var(29)=2
trigger1 = time = 16
value = 1024

[State 1003, Back]
type = ChangeState
triggerall=Roundstate=2
trigger1 = Var(29)=3
trigger1 = time = 16
value = 1025

[State 1003]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = pos y <= -10
value = 1013
ctrl = 1

[State 1003]
type = ChangeState
trigger1 = AnimTime = 0
value = 1009
ctrl = 0

;-------------------------------
;GAMMA CHARGE HORIZONTAL(start)
[Statedef 1001]
type    = S
movetype= A
physics = S
velset = 0
ctrl = 0

[State 1001, ChangeAnim]
type = ChangeAnim
triggerall = prevstateno != 9000
trigger1 = Time = 0 && Anim != 1000
value = 1000

[State 1001, Varset]
type = VarSet
trigger1 = 1
v = 29
value = 0

[State 1001, VarSet]
type=VarSet
trigger1= 1
v=3
value=0

[State 1001]
type = ChangeState
trigger1 = AnimTime = 0
value = 1004
ctrl = 0

;---------------------------------
;GAMMA CHARGE HORIZONTAL(medium)
[Statedef 1004]
type    = S
movetype= A
physics = S
poweradd = 50
velset = 0
ctrl = 0

[State 1004, ChangeAnim]
type = ChangeAnim
triggerall = prevstateno != 9000
trigger1 = Time = 0 && Anim != 1004
value = 1004

[State 1004]
type = PosSet
trigger1=1
y=0

[State 1004]
type = PlaySnd
trigger1 = Time = 0
value=1,25
channel=1

[State 1004, Voice]
type = PlaySnd
trigger1 = !Time
value=2,37
channel=2

[State 1004]
type = Explod
Anim = 6000
trigger1 = Time = 0
postype = P1
pos = 0,0
bindtime = 32
removeTime = 32
sprpriority = 5
removeongethit=1
ownpal = 1
ID = 6000

[State 1004]
type = Explod
Anim = 6003
trigger1 = Time = 0
postype = P1
pos = 0,0
bindtime = 32
removeTime = 32
sprpriority = 5
removeongethit=1
ownpal = 1
ID = 6003

[State 1004]
type =Explod
Anim =7018
trigger1 = Time = 38
postype = P1
pos = -19,-2
bindtime = 1
removeTime = 22
sprpriority = 3
ownpal = 1

[State 1004]
type = VelAdd
trigger1 = time = [0,32]
x = 5

[State 1004]
type = NotHitBy
trigger1=p2bodydist x >=0
trigger1 =1
value = ,NA,SA,AT,NP,SP
time=1

[State 1004]
type=Helper
trigger1=1
stateno=1006
ID=1006
helpertype=Normal
name="projectile cancel"
postype=p1
pos=0,0
keyctrl=0
ownpal=1
ignorehitpause=0
persistent=0

[State 1004]
type =null;; HitDef
trigger1 = animelem = 1
attr = S, SA
damage=ifelse(var(25)=1,55,75),7
getpower = 30,10
guardflag = MA
hitflag = MAF
animtype = UP
air.animtype = UP
priority = 4, Hit
pausetime = 0,8
numhits = 1
sparkno = S7001
sparkxy = -7,-55
guard.sparkno = S7004
hitsound=s0,9
guardsound = s0,13
ground.type = low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = 0,-13.5
air.velocity = 1,-10
guard.velocity = -5
ground.recovertime = 20
down.bounce = 1
air.recover = ifelse(pos y >= -30,1,0)
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 
fall = 1
fall.damage = 10 
yaccel = .6

[State 1004]
type = HitDef
trigger1 = animelemtime(1) = 0 || animelemtime(2) = 2 || animelemtime(3) = 3
attr = S, SA
damage=ifelse(var(25)=1,25,30),3
getpower = 30,10
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3,8
numhits = 1
sparkno = S7001
sparkxy = -7,-55
guard.sparkno = S7004
hitsound=s0,9
guardsound = s0,13
ground.type = low
ground.slidetime = 0
ground.hittime  = 55
ground.velocity = -1,-11.3
air.velocity = -1,-9.5
guard.velocity = -5
ground.recovertime = 35
fall = 1
fall.recover=0
down.bounce = 1
air.recover = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
;fall.damage = 10
yaccel = .6
kill=0

[State 1004]
type = HitDef
triggerall=P2life=1
trigger1 = animelemtime(4) = 4
attr = S, SA
damage=ifelse(var(25)=1,25,30),3
getpower = 30,10
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3,8
numhits = 1
sparkno = S7001
sparkxy = -7,-55
guard.sparkno = S7004
hitsound=s0,9
guardsound = s0,13
ground.type = low
ground.slidetime = 0
ground.hittime  = 55
ground.velocity = -1,-11.3
air.velocity = -1,-9.5
guard.velocity = -5
ground.recovertime = 35
fall = 1
fall.recover=0
down.bounce = 1
air.recover = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
;fall.damage = 10
yaccel = .6
;P2stateno=1026

[State 1004]
type = HitDef
triggerall=P2life!=1
trigger1 = animelemtime(4) = 4
attr = S, SA
damage=ifelse(var(25)=1,15,20),5
getpower = 30,10
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3,8
numhits = 1
sparkno = S7001
sparkxy = -7,-55
guard.sparkno = S7004
hitsound=s0,9
guardsound = s0,13
ground.type = low
ground.slidetime = 0
ground.hittime  = 55
ground.velocity = -1,-11.3
air.velocity = -1,-9.5
guard.velocity = -5
ground.recovertime = 35
fall = 1
fall.recover=0
down.bounce = 1
air.recover = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
;fall.damage = 10
yaccel = .6
P2stateno=1026

[State 1004, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=1026)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1004, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5000)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1004, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5020)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1004, Varset]
type = VarSet
trigger1 = command = "a"
v = 29
value = 1
ignorehitpause = 1

[State 1004, Varset]
type = VarSet
trigger1 = command = "b"
v = 29
value = 2
ignorehitpause = 1

[State 1004, Varset]
type = VarSet
trigger1 = command = "c"
v = 29
value = 3
ignorehitpause = 1

[State 1004, Forward]
type = ChangeState
triggerall=Roundstate=2
trigger1 = Var(29)=1
trigger1 = time = 18
value = 1023

[State 1004, Up]
type = ChangeState
triggerall=Roundstate=2
trigger1 = Var(29)=2
trigger1 = time = 18
value = 1024

[State 1004, Back]
type = ChangeState
triggerall=Roundstate=2
trigger1 = Var(29)=3
trigger1 = time = 18
value = 1025

[State 1004]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = pos y <= -10
value = 1013
ctrl = 1

[State 1004]
type = ChangeState
trigger1 = AnimTime = 0
value = 1009
ctrl = 0

;-------------------------------
;GAMMA CHARGE HORIZONTAL(start)
[Statedef 1002]
type    = S
movetype= A
physics = S
;anim = 1000
velset = 0
ctrl = 0

[State 1002, ChangeAnim]
type = ChangeAnim
triggerall = prevstateno != 9000
trigger1 = Time = 0 && Anim != 1000
value = 1000

[State 1002, Varset]
type = VarSet
trigger1 = 1
v = 29
value = 0

[State 1002, VarSet]
type=VarSet
trigger1= 1
v=3
value=0

[State 1002]
type = ChangeState
trigger1 = AnimTime = 0
value = 1005
ctrl = 0

;---------------------------------
;GAMMA CHARGE HORIZONTAL(heavy)
[Statedef 1005]
type    = S
movetype= A
physics = S
poweradd = 70
velset = 0
ctrl = 0

[State 1005, ChangeAnim]
type = ChangeAnim
triggerall = prevstateno != 9000
trigger1 = Time = 0 && Anim != 1005
value = 1005

[State 1005]
type = PosSet
trigger1=1
y=0

[State 1005]
type = PlaySnd
trigger1 = Time = 0
value=1,25
channel=1

[State 1005, Voice]
type = PlaySnd
trigger1 = !Time
value=2,37
channel=2

[State 1005]
type = Explod
Anim =6000
trigger1 = Time = 0
postype = P1
pos = 0,0
bindtime = 64
removeTime = 64
sprpriority = 5
removeongethit=1
ownpal = 1
ID=6000

[State 1005]
type = Explod
Anim =6003
trigger1 = Time = 0
postype = P1
pos = 0,0
bindtime = 64
removeTime = 64
sprpriority = 5
removeongethit=1
ownpal = 1
ID=6003

[State 1005]
type =Explod
Anim =7018
trigger1 = Time = 70
postype = P1
pos = -19,-2
bindtime = 1
removeTime = 22
sprpriority = 3
ownpal = 1

[State 1005]
type = VelAdd
trigger1 = time = [0,64]
x = 5

[State 1005]
type = NotHitBy
trigger1=p2bodydist x >=0
trigger1 =1
value = ,NA,SA,AT,NP,SP
time=1

[State 1005]
type=Helper
trigger1=1
stateno=1006
ID=1006
helpertype=Normal
name="projectile cancel"
postype=p1
pos=0,0
keyctrl=0
ownpal=1
ignorehitpause=0
persistent=0

[State 1005]
type =null;; HitDef
trigger1 = animelem = 1
attr = S, SA
damage=ifelse(var(25)=1,75,100),10
getpower = 30,10
guardflag = MA
hitflag = MAF
animtype = UP
air.animtype = UP
priority = 4, Hit
pausetime = 6, 9
;pausetime = 0,8
numhits = 1
sparkno = S7001
sparkxy = -7,-55
guard.sparkno = S7004
hitsound=s0,9
guardsound = s0,13
ground.type = low
ground.slidetime = 20
ground.hittime = 30
ground.velocity = 0,-13.7
air.type = Low
air.velocity = 0,-12
air.hittime = 30
down.bounce = 1
air.recover = ifelse(pos y >= -30,1,0)
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 
fall = 1
fall.damage = 20 
yaccel = .6

[State 1005]
type = HitDef
trigger1 = animelemtime(1) = 0 || animelemtime(2) = 2 || animelemtime(3) = 3 || animelemtime(4) = 4
attr = S, SA
damage=ifelse(var(25)=1,25,30),3
getpower = 30,10
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3,8
numhits = 1
sparkno = S7001
sparkxy = -7,-55
guard.sparkno = S7004
hitsound=s0,9
guardsound = s0,13
ground.type = low
ground.slidetime = 0
ground.hittime  = 55
ground.velocity = -1,-11.3
air.velocity = -1,-9.5
guard.velocity = -5
ground.recovertime = 35
fall = 1
fall.recover=0
down.bounce = 1
air.recover = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
;fall.damage = 10
yaccel = .6
kill=0

[State 1005]
type = HitDef
trigger1 = animelemtime(5) = 5
attr = S, SA
damage=ifelse(var(25)=1,15,20),5
getpower = 30,10
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3,8
numhits = 1
sparkno = S7001
sparkxy = -7,-55
guard.sparkno = S7004
hitsound=s0,9
guardsound = s0,13
ground.type = low
ground.slidetime = 0
ground.hittime  = 55
ground.velocity = -1,-11.3
air.velocity = -1,-9.5
guard.velocity = -5
ground.recovertime = 35
fall = 1
fall.recover=0
down.bounce = 1
air.recover = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
;fall.damage = 10
yaccel = .6
P2stateno=1026

[State 1005, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=1026)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1005, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5000)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1005, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5020)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1005, Varset]
type = VarSet
trigger1 = command = "a"
v = 29
value = 1
ignorehitpause = 1

[State 1005, Varset]
type = VarSet
trigger1 = command = "b"
v = 29
value = 2
ignorehitpause = 1

[State 1005, Varset]
type = VarSet
trigger1 = command = "c"
v = 29
value = 3
ignorehitpause = 1

[State 1005, Forward]
type = ChangeState
triggerall=Roundstate=2
trigger1 = Var(29)=1
trigger1 = time = 23
value = 1023

[State 1005, Up]
type = ChangeState
triggerall=Roundstate=2
trigger1 = Var(29)=2
trigger1 = time = 23
value = 1024

[State 1005, Back]
type = ChangeState
triggerall=Roundstate=2
trigger1 = Var(29)=3
trigger1 = time = 23
value = 1025

[State 1005]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = pos y <= -10
value = 1013
ctrl = 1

[State 1005]
type = ChangeState
trigger1 = AnimTime = 0
value = 1009
ctrl = 0

;---------------------------------
;Gamma Charge - Helper Projectile Cancel
[Statedef 1006]
type=A
movetype=A
physics=N
sprpriority=5
ctrl=0

[State 1006, strengthvar]
type=varset
trigger1= !time && !prevstateno
var(10)= 10

[State 1006]
type=changeanim
trigger1=!time
value=1008

[State 1006]
type=BindToparent
trigger1=1

[State 1006]
type=LifeAdd
triggerall=Parent,Stateno=[1003,1005]
trigger1=(enemy,ProjContactTime(0))=1
value=-3
kill=0

[State 1006, HitOverride]
type=hitoverride
trigger1= 1
time=-1
attr=SCA,AA,AP,AT
stateno=1007
ignorehitpause=1

[State 1006]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 1006, hitvar]
type=varadd
trigger1= !time
var(2)=1

[State 1006, End]
type=changestate
trigger1= movecontact
value=ifelse(var(2)<var(10),1006,1007)

[State 1006, End]
type=ChangeState
trigger1=Parent,Ctrl=1
trigger2=Parent,Movetype=H
trigger3=Parent,Stateno!=[1000,1005]
value=1007
ctrl = 0

;--------------------------------------
;Gamma Charge - Helper Projectile Cancel Destroy
[Statedef 1007]
type=A
physics=N
movetype=I
anim=9741
ctrl=0
velset=0,0

[State 1007, End]
type=destroyself
trigger1= !numtarget
trigger2= numtarget
trigger2= target,time<=1 && !(target,hitshakeover)
trigger3= Enemynear, ctrl=1
trigger4= Time<=1

;---------------------------------
;Gamma Charge End
[Statedef 1009]
type=S
movetype=I
physics=N
anim=1009
sprpriority=1
ctrl=0

[State 1009, FX]
type = PlaySnd
trigger1 = !Time
value=0,24
channel=0

[State 1009]
type=PosSet
trigger1=1
y=0

[State 1009, Remove FX]
type=RemoveExplod
trigger1=1
ID=6000

[State 1009, Remove FX]
type=RemoveExplod
trigger1=1
ID=6003

[State 1009]
type=Velset
trigger1=time<=15
x=2

[State 1009]
type=Velset
trigger1=time>=16
x=0

[State 1009]
type=Explod
Anim=7018
trigger1=Time=0
postype=P1
pos=-19,-2
bindtime=1
removeTime=22
sprpriority=3
ownpal=1

[State 1009]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
;GAMMA CHARGE LIGHT(vertical)
[Statedef 1010]
type    = S
movetype= A
physics = S
velset = 0
poweradd = 40
ctrl = 0

[State 1010, ChangeAnim]
type = ChangeAnim
triggerall = prevstateno != 9000
trigger1 = Time = 0 && Anim != 1010
value = 1010

[State 1010, PosAdd]
type = PosAdd
trigger1 =Animelem=3
x = 20

[State 1010]
type = PlaySnd
trigger1 = animelem = 3
value=1,25
channel=1

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S2,37
channel = 2

[State 1010]
type = Explod
Anim =6001
trigger1 = animelem = 3
postype = P1
pos = 0,0
ID =6001
bindtime = 10
removeTime = 10
sprpriority = 5
removeongethit=1
ownpal = 1

[State 1010]
type = Explod
Anim =6004
trigger1 = animelem = 3
postype = P1
pos = 0,0
ID =6004
bindtime = 10
removeTime = 10
sprpriority = 5
removeongethit=1
ownpal = 1

[State 1010]
type = StateTypeSet
trigger1 = AnimElem = 3
;statetype = A
movetype = A
physics = N

[State 1010]
type = Velset
trigger1 = time >= 6
trigger1 = time <= 16
x = 3
y = -8

[State 1010]
type = Velset
trigger1 = time > 16
x = 0
y = -5

[State 1304]
type = HitOverride
triggerall = prevstateno != 1010
trigger1 = time <= 20
slot = 1
time = 20
attr = ,NP,SP
stateno = 1010
ignorehitpause = 1
persistent = 0

[State 1304]
type = HitOverride
triggerall = prevstateno != 1010
trigger1 = time <= 20
slot = 4
time = 20
attr = ,NA,SA,HA
stateno = 1010
ignorehitpause = 1
persistent = 0

[State 1010]
type = LifeAdd
trigger1 = (enemy,ProjContactTime(0)) = 1
value = -3
kill = 0

[State 1010]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
damage=ifelse(var(25)=1,35,50),5
getpower = 30,10
guardflag = MA
hitflag = MAF
animtype = UP
air.animtype = UP
priority = 6, Hit
pausetime = 6,3
sparkno = S7001
guard.sparkno = S7004
sparkxy =-5,-160+(80*(p2statetype!=A))
hitsound=s0,9
guardsound =s0,13
guard.velocity =-10
ground.velocity = -.5,-11
ground.hittime = 25
airguard.velocity = -5
air.type = Low
air.velocity = -5,-6
air.hittime = 35
down.bounce = 0
yaccel = .5
air.recover = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 

[State 1010, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5000)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1010, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5020)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1010]
type = ChangeState
triggerall = Roundstate=2&&command != "holdfwd"
trigger1 = command = "a"
trigger1 = time = [9,16]
value = 1017

[State 1010]
type = ChangeState
triggerall = Roundstate=2&&command != "holdfwd"
trigger1 = Command = "b" 
trigger1 = time = [9,16]
value = 1018

[State 1010]
type = ChangeState
triggerall = Roundstate=2&&command != "holdfwd"
trigger1 = Command = "c" 
trigger1 = time = [9,16]
value = 1019

[State 1010]
type = ChangeState
triggerall = Roundstate=2&&command != "holdup"
trigger1 = command = "fwd_a"
trigger1 = time = [9,16]
value = 1020

[State 1010]
type = ChangeState
triggerall = Roundstate=2&&command != "holdup"
trigger1 = Command = "fwd_b"
trigger1 = time = [9,16]
value = 1021

[State 1010]
type = ChangeState
triggerall = Roundstate=2&&command != "holdup"
trigger1 = Command = "fwd_c"
trigger1 = time = [9,16]
value = 1022

[State 1010]
type = ChangeState
triggerall = Roundstate=2&&var(20) = 20
triggerall = p2life != 0
triggerall = MoveHit
trigger1 = ctrl = 0
value = 1021

[State 1010]
type = ChangeState
trigger1 = AnimTime = 0
value = 1013

;---------------------------------
;GAMMA CHARGE MEDIUM(vertical)
[Statedef 1011]
type    = S
movetype= A
physics = S
velset = 0
poweradd =50
ctrl = 0

[State 1011, ChangeAnim]
type = ChangeAnim
triggerall = prevstateno != 9000
trigger1 = Time = 0 && Anim != 1011
value = 1011

[State 1011, PosAdd]
type = PosAdd
trigger1 =Animelem=3
x = 20

[State 1011]
type = PlaySnd
trigger1 = animelem = 3
value=1,25
channel=1

[State 1011, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S2,37
channel = 2

[State 1011]
type = Explod
Anim =6001
trigger1 = animelem = 3
postype = P1
pos = 0,0
ID =6001
bindtime = 25
removeTime = 25
sprpriority = 5
removeongethit=1
ownpal = 1

[State 1011]
type = Explod
Anim =6004
trigger1 = animelem = 3
postype = P1
pos = 0,0
ID =6004
bindtime = 25
removeTime = 25
sprpriority = 5
removeongethit=1
ownpal = 1

[State 1011]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
movetype = A
physics = N

[State 1011]
type = Velset
trigger1 = time >= 6
trigger1 = time <= 31
x = 1.5
y = -11

[State 1011]
type = Velset
trigger1 = time > 31
x = 0
y = -5

[State 1011]
type = HitOverride
triggerall = prevstateno != 1011
trigger1 = time <= 27
slot = 1
time = 27
attr = ,NP,SP
stateno = 1011
ignorehitpause = 1
persistent = 0

[State 1011]
type = HitOverride
triggerall = prevstateno != 1011
trigger1 = time <= 27
slot = 4
time = 27
attr = ,NA,SA,HA
stateno = 1011
ignorehitpause = 1
persistent = 0

[State 1011]
type = LifeAdd
trigger1 = (enemy,ProjContactTime(0)) = 1
value = -3
kill = 0

[State 1011]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
damage=ifelse(var(25)=1,55,75),7
getpower = 30,10
guardflag = MA
hitflag = MAF
animtype = UP
air.animtype = UP
priority = 6, Hit
pausetime = 6, 3
sparkno = S7001
guard.sparkno = S7004
sparkxy = -5, -160+(80*(p2statetype!=A))
hitsound=s0,9
guardsound = s0,13
guard.velocity = -10
ground.velocity = -.5,-13
ground.hittime = 25
airguard.velocity = -5
air.type = Low
air.velocity = -5,-8
air.hittime = 35
down.bounce = 0
yaccel = .5
air.recover = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 

[State 1011, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5000)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1011, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5020)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1011]
type = ChangeState
triggerall = Roundstate=2&&command != "holdfwd"
trigger1 = command = "a"
trigger1 = time = [12,31]
value = 1017

[State 1011]
type = ChangeState
triggerall = Roundstate=2&&command != "holdfwd"
trigger1 = Command = "b" 
trigger1 = time = [12,31]
value = 1018

[State 1011]
type = ChangeState
triggerall = Roundstate=2&&command != "holdfwd"
trigger1 = Command = "c" 
trigger1 = time = [12,31]
value = 1019

[State 1011]
type = ChangeState
triggerall = Roundstate=2&&command != "holdup"
trigger1 = command = "fwd_a"
trigger1 = time = [12,31]
value = 1020

[State 1011]
type = ChangeState
triggerall = Roundstate=2&&command != "holdup"
trigger1 = Command = "fwd_b"
trigger1 = time = [12,31]
value = 1021

[State 1011]
type = ChangeState
triggerall = Roundstate=2&&command != "holdup"
trigger1 = Command = "fwd_c"
trigger1 = time = [12,31]
value = 1022

[State 1011]
type = ChangeState
triggerall = var(20) = 20 && movehit
triggerall=ifelse(var(46)=20,power <1000,power<=ifelse(life>=500,1999,999))
trigger1 = TIME >= 20
value = 1022
ctrl = 0

[State 1011]
type = ChangeState
triggerall = var(20) = 20 && movehit
triggerall=ifelse(var(46)=20,power>=1000,power>=ifelse(life>=500,2000,1000))
trigger1 = TIME >= 14
value = 3600
ctrl = 0

[State 1011]
type = ChangeState
trigger1 = AnimTime = 0
value = 1013

;---------------------------------
;GAMMA CHARGE HEAVY(vertical)
[Statedef 1012]
type    = S
movetype= A
physics = S
velset = 0
poweradd = 60
ctrl = 0

[State 1012, ChangeAnim]
type = ChangeAnim
triggerall = prevstateno != 9000
trigger1 = Time = 0 && Anim != 1011
value = 1011

[State 1012, PosAdd]
type = PosAdd
trigger1 =Animelem=3
x = 20

[State 1012]
type = PlaySnd
trigger1 = animelem = 3
value=1,25
channel=1

[State 1012, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S2,37
channel = 2

[State 1012]
type = Explod
Anim =6001
trigger1 = animelem = 3
postype = P1
pos = 0,0
ID =6001
bindtime = 25
removeTime = 25
sprpriority = 5
removeongethit=1
ownpal = 1

[State 1011]
type = Explod
Anim =6004
trigger1 = animelem = 3
postype = P1
pos = 0,0
ID =6004
bindtime = 25
removeTime = 25
sprpriority = 5
removeongethit=1
ownpal = 1

[State 1012]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
movetype = A
physics = N

[State 1012]
type = Velset
trigger1 = time >= 6
trigger1 = time <= 31
x = 1
y = -14

[State 1012]
type = Velset

trigger1 = time > 31
x = 0
y = -5

[State 1012]
type = HitOverride
triggerall = prevstateno != 1012
trigger1 = time <= 27
slot = 1
time = 27
attr = ,NP,SP
stateno = 1012
ignorehitpause = 1
persistent = 0

[State 1012]
type = HitOverride
triggerall = prevstateno != 1012
trigger1 = time <= 27
slot = 4
time = 27
attr = ,NA,SA,HA
stateno = 1012
ignorehitpause = 1
persistent = 0

[State 1012]
type = LifeAdd
trigger1 = (enemy,ProjContactTime(0)) = 1
value = -3
kill = 0

[State 1012]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
damage=ifelse(var(25)=1,75,100),10
getpower = 30,10
guardflag = MA
hitflag = MAF
animtype = UP
air.animtype = UP
priority = 6, Hit
pausetime = 6, 3
sparkno = S7001
guard.sparkno = S7004
sparkxy = -5, -160+(80*(p2statetype!=A))
hitsound=s0,9
guardsound = s0,13
guard.velocity = -10
ground.velocity = -.5,-15
ground.hittime = 25
airguard.velocity = -5
air.type = Low
air.velocity = -5,-11
air.hittime = 35
down.bounce = 0
yaccel = .5
air.recover = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 

[State 1012, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5000)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1012, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5020)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1012]
type = ChangeState
triggerall = Roundstate=2&&command != "holdfwd"
trigger1 = command = "a"
trigger1 = time = [12,31]
value = 1017

[State 1012]
type = ChangeState
triggerall = Roundstate=2&&command != "holdfwd"
trigger1 = Command = "b" 
trigger1 = time = [12,31]
value = 1018

[State 1012]
type = ChangeState
triggerall = Roundstate=2&&command != "holdfwd"
trigger1 = Command = "c" 
trigger1 = time = [12,31]
value = 1019

[State 1012]
type = ChangeState
triggerall = Roundstate=2&&command != "holdup"
trigger1 = command = "fwd_a"
trigger1 = time = [12,31]
value = 1020

[State 1012]
type = ChangeState
triggerall = Roundstate=2&&command != "holdup"
trigger1 = Command = "fwd_b"
trigger1 = time = [12,31]
value = 1021

[State 1012]
type = ChangeState
triggerall = Roundstate=2&&command != "holdup"
trigger1 = Command = "fwd_c"
trigger1 = time = [12,31]
value = 1022

[State 1012]
type = ChangeState
triggerall = var(20) = 20 && movehit
triggerall =ifelse(var(46)=20,power <1000,power<=ifelse(life>=500,1999,999))
trigger1 = TIME >= 20
value = 1022
ctrl = 0

[State 1012]
type = ChangeState
triggerall = var(20) = 20 && movehit
triggerall =ifelse(var(46)=20,power>=1000,power>=ifelse(life>=500,2000,1000))
trigger1 = TIME >= 14
value = 3600
ctrl = 0

[State 1012]
type = ChangeState
trigger1 = AnimTime = 0
value = 1013

;------------------------------------
;GAMMA CHARGE FALLING
[Statedef 1013]
type    = A
movetype= A
physics = A
anim = 1013
velset = 0
ctrl = 0

[State 1013, CtrlSet]
type = CtrlSet
trigger1 =Numenemy
trigger1 =Enemynear,Ctrl=1
value = 1

[State 1013]
type = Gravity
trigger1 = 1

[State 1013, Remove FX]
type=RemoveExplod
trigger1=1
ID=6001

[State 1013, Remove FX]
type=RemoveExplod
trigger1=1
ID=6004

[State 1013]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;-------------------------------------
;GROUND GAMMA CHARGE BACK (follow up)
[Statedef 1014]
type    = A
movetype= A
physics = N
anim = 1014
velset = 0
poweradd = 50
ctrl = 0

[State 1014]
type = PlaySnd
trigger1 = animelem = 5
value=1,25

[State 1014, Remove FX] 
type=RemoveExplod
trigger1=1
ID=6000

[State 1014, Remove FX] 
type=RemoveExplod
trigger1=1
ID=6003

[State 1014]
type=Explod
Anim=6002
trigger1=animelem=5
postype=P1
pos=0,0
ID=6002
bindtime=27
removeTime=27
sprpriority=5
removeongethit=1
ownpal=1

[State 1014]
type = Velset
trigger1 = time >= 8
trigger1 = time <= 27
x = -7
y = -11

[State 1014]
type = Velset
trigger1 = animelem = 13
x = -.5
y = -.8

[State 1014]
type = HitDef
trigger1 = animelem = 5
attr = S, SA
damage=ifelse(var(25)=1,25,45),5
getpower = 30,10
animtype = Heavy
guardflag = MA
hitflag = MAF
animtype = UP
air.animtype = UP
priority = 6, Hit
pausetime = 6, 9
sparkno = S7001
guard.sparkno = S7004
sparkxy = 0, -120
hitsound=s0,9
guardsound = s0,13
guard.velocity = -10
airguard.velocity = -5
air.type = Low
air.velocity = 1,-10
air.hittime = 25
down.bounce = 0
yaccel = .5
air.recover = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 

[State 1014]
type = ChangeState
trigger1 = AnimTime = 0
value = 1013
ctrl = 0

;-------------------------------
;GROUND GAMMA CHARGE VERTICAL(follow up)
[Statedef 1015]
type    = A
movetype= A
physics = N
anim = 1015
velset = 0
poweradd = 70
ctrl = 0

[State 1015]
type = PlaySnd
trigger1 = animelem = 3
value=1,25

[State 1015, Remove FX] 
type=RemoveExplod
trigger1=1
ID=6000

[State 1015, Remove FX] 
type=RemoveExplod
trigger1=1
ID=6003

[State 1015]
type = Explod
Anim =6001
trigger1 = animelem =4
postype = P1
pos = 0,0
ID =6001
bindtime = 21
removeTime = 21
sprpriority = 5
removeongethit=1
ownpal = 1

[State 1015]
type = Explod
Anim =6004
trigger1 = animelem =4
postype = P1
pos = 0,0
ID =6004
bindtime = 21
removeTime = 21
sprpriority = 5
removeongethit=1
ownpal = 1

[State 1015]
type = Velset
trigger1 = time >= 6
trigger1 = time <= 21
x = 1.5
y = -11

[State 1015]
type = Velset
trigger1 = time > 21
x = 0
y = -5

[State 1015]
type = HitDef
trigger1 = animelem = 3
attr = S, SA
damage=ifelse(var(25)=1,25,45),5
getpower = 30,10
animtype = Heavy
guardflag = MA
hitflag = MAF
animtype = UP
air.animtype = UP
priority = 6, Hit
pausetime = 6, 9
sparkno = S7001
guard.sparkno = S7004
sparkxy = -5, -160
hitsound=s0,9
guardsound = s0,13
guard.velocity = -10
airguard.velocity = -5
air.type = Low
air.velocity = -1,-8
air.hittime = 25
down.bounce = 0
yaccel = .5
air.recover = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 

[State 1015]
type = ChangeState
trigger1 = AnimTime = 0
value = 1013
ctrl = 0

;-------------------------------
;GROUND GAMMA CHARGE FORWARD (follow up)
[Statedef 1016]
type    = A
movetype= A
physics = N
anim = 1016
velset = 0
poweradd = 90
ctrl = 0

[State 1016]
type = PlaySnd
trigger1 = animelem = 3
value=1,25

[State 1016, Remove FX] 
type=RemoveExplod
trigger1=1
ID=6000

[State 1016, Remove FX] 
type=RemoveExplod
trigger1=1
ID=6003

[State 1016]
type = Explod
Anim =16002
trigger1 = animelem =4
postype = P1
pos = 0,0
ID =16002
bindtime = 26
removeTime = 26
sprpriority = 5
removeongethit=1
ownpal = 1

[State 1016]
type = Velset
trigger1 = time >= 7
trigger1 = time <= 26
x = 7
y = -11

[State 1016]
type = Velset
trigger1 = animelem = 12
x = .5
y = -.8

[State 1016]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
damage=ifelse(var(25)=1,25,45),5
getpower = 30,10
animtype = Heavy
guardflag = MA
hitflag = MAF
animtype = UP
air.animtype = UP
priority = 6, Hit
pausetime = 6, 9
sparkno = S7001
guard.sparkno = S7004
sparkxy = 0, -105
hitsound=s0,9
guardsound = s0,13
guard.velocity = -10
airguard.velocity = -5
air.type = Low
air.velocity = -1,-8
air.hittime = 25
down.bounce = 0
yaccel = .5
air.recover = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 

[State 1016]
type = ChangeState
trigger1 = AnimTime = 0
value = 1013
ctrl = 0

;--------------------------------------
;AIR GAMMA CHARGE LIGHT(vertical follow up)
[Statedef 1017]
type    = A
movetype= A
physics = A
anim = 1017
velset = 0
poweradd = 50
ctrl = 0

[State 1017]
type = PlaySnd
trigger1 = animelem = 3
value=1,25
channel=1

[State 1017, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S2,40
channel = 2

[State 1017, Remove FX] 
type=RemoveExplod
trigger1=1
ID=6001

[State 1017, Remove FX] 
type=RemoveExplod
trigger1=1
ID=6004

[State 1017, PosAdd]
type = PosAdd
trigger1 =Animelem=3
x = 20

[State 1017]
type = Explod
Anim =6001
trigger1 = animelem = 3
postype = P1
pos = 0,0
ID =16001
bindtime = 18
removeTime = 18
sprpriority = 5
removeongethit=1
ownpal = 1

[State 1017]
type = Explod
Anim =6004
trigger1 = animelem = 3
postype = P1
pos = 0,0
ID =16004
bindtime = 18
removeTime = 18
sprpriority = 5
removeongethit=1
ownpal = 1

[State 1017]
type = Velset
trigger1 = time >= 7
trigger1 = time <= 18
x = 2
y = -8

[State 1017]
type = Velset
trigger1 = time > 18
x = 0
y = -5

[State 1017]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
damage=ifelse(var(25)=1,20,40),5
getpower = 30,10
guardflag = MA
hitflag = MAFD
animtype = UP
air.animtype = UP
priority = 4, Hit
pausetime = 0,0
numhits = 1
sparkno = S7001
sparkxy = -5, ifelse(p2bodydist y<-40,-160,-110)
guard.sparkno = S7004
hitsound=s0,9
guardsound = s0,13
guard.velocity = -10
airguard.velocity = -5
air.type = Low
air.velocity = -9,-16
air.hittime = 24
down.bounce = 0
yaccel = .5
air.recover = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 

[State 1017, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5000)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1017, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5020)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1017]
type = ChangeState
trigger1 = AnimTime = 0
value = 1013
ctrl = 0

;----------------------------
;AIR GAMMA CHARGE MEDIUM(vertical follow up)
[Statedef 1018]
type    = A
movetype= A
physics = A
anim = 1018
velset = 0
poweradd =70
ctrl = 0

[State 1018]
type = PlaySnd
trigger1 = animelem = 3
value=1,25
channel=1

[State 1018, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S2,40
channel = 2

[State 1018, Remove FX] 
type=RemoveExplod
trigger1=1
ID=6001

[State 1018, Remove FX] 
type=RemoveExplod
trigger1=1
ID=6004

[State 1018, PosAdd]
type = PosAdd
trigger1 =Animelem=3
x = 20

[State 1018]
type = Explod
Anim =6001
trigger1 = animelem = 3
postype = P1
pos = 0,0
ID =16001
bindtime = 24
removeTime = 24
sprpriority = 5
removeongethit=1
ownpal = 1

[State 1018]
type = Explod
Anim =6004
trigger1 = animelem = 3
postype = P1
pos = 0,0
ID =16004
bindtime = 24
removeTime = 24
sprpriority = 5
removeongethit=1
ownpal = 1

[State 1018]
type = Velset
trigger1 = time >= 7
trigger1 = time <= 24
x = 1.5
y = -8

[State 1018]
type = Velset
trigger1 = time > 24
x = 0
y = -5

[State 1018]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
damage=ifelse(var(25)=1,30,50),7
getpower = 30,10
guardflag = MA
hitflag = MAFD
animtype = UP
air.animtype = UP
priority = 4, Hit
pausetime = 0,0
numhits = 1
sparkno = S7001
sparkxy = -5, ifelse(p2bodydist y<-40,-160,-110)
guard.sparkno = S7004
hitsound=s0,9
guardsound = s0,13
airguard.velocity = -5
air.type = Low
air.velocity = -10,-16
air.hittime = 24
down.bounce = 0
yaccel = .5
air.recover = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 

[State 1018, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5000)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1018, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5020)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1018]
type = ChangeState
trigger1 = AnimTime = 0
value = 1013
ctrl = 0

;-------------------------------
;AIR GAMMA CHARGE HEAVY(vertical follow up)
[Statedef 1019]
type    = A
movetype= A
physics = A
anim = 1019
velset = 0
poweradd = 90
ctrl = 0

[State 1019]
type = PlaySnd
trigger1 = animelem = 3
value=1,25
channel=1

[State 1019, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S2,40
channel = 2

[State 1019, Remove FX] 
type=RemoveExplod
trigger1=1
ID=6001

[State 1019, Remove FX] 
type=RemoveExplod
trigger1=1
ID=6004

[State 1019, PosAdd]
type = PosAdd
trigger1 =Animelem=3
x = 20

[State 1019]
type = Explod
Anim =6001
trigger1 = animelem = 3
postype = P1
pos = 0,0
ID =16001
bindtime = 30
removeTime = 30
sprpriority = 5
removeongethit=1
ownpal = 1

[State 1019]
type = Explod
Anim =6004
trigger1 = animelem = 3
postype = P1
pos = 0,0
ID =16004
bindtime = 30
removeTime = 30
sprpriority = 5
removeongethit=1
ownpal = 1

[State 1019]
type = Velset
trigger1 = time >= 7
trigger1 = time <= 30
x = .5
y = -8

[State 1019]
type = Velset
trigger1 = time > 30
x = 0
y = -5

[State 1019]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
damage=ifelse(var(25)=1,40,60),10
getpower = 30,10
guardflag = MA
hitflag = MAFD
animtype = UP
air.animtype = UP
priority = 4, Hit
pausetime = 0,8
numhits = 1
sparkno = S7001
sparkxy = -5, ifelse(p2bodydist y<-40,-160,-110)
guard.sparkno = S7004
hitsound=s0,9
guardsound = s0,13
airguard.velocity = -5
air.type = Low
air.velocity = -11,-16
air.hittime = 24
down.bounce = 0
yaccel = .5
air.recover = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 

[State 1019, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5000)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1019, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5020)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1019]
type = ChangeState
trigger1 = AnimTime = 0
value = 1013
ctrl = 0

;--------------------------------------
;AIR GAMMA CHARGE HORIZONTAL(light follow up)
[Statedef 1020]
type    = A
movetype= A
physics = A
anim = 1020
velset = 0
poweradd = 50
ctrl = 0

[State 1020]
type = PlaySnd
trigger1 = animelem = 3
value=1,25

[State 1020, Remove FX] 
type=RemoveExplod
trigger1=1
ID=6001

[State 1020, Remove FX] 
type=RemoveExplod
trigger1=1
ID=6004

[State 1020]
type = Explod
Anim =6000
trigger1 = animelem = 3
postype = P1
pos = 0,0
bindtime = 8
removeTime = 8
sprpriority = 5
removeongethit=1
ownpal = 1
ID =6000

[State 1020]
type = Explod
Anim =6003
trigger1 = animelem = 3
postype = P1
pos = 0,0
bindtime = 8
removeTime = 8
sprpriority = 5
removeongethit=1
ownpal = 1
ID =6003

[State 1020]
type = Velset
trigger1 = time = [0,6]
x = 0
y = -.5

[State 1020]
type = Velset
trigger1 = time = [7,18]
x = 6
y = 0

[State 1020]
type = Velset
trigger1 = time > 18
x = 0
y = -1

[State 1020]
type = turn
triggerall = animelem = 7,=0
trigger1 = p2dist X <= -1

[State 1020]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
damage=ifelse(var(25)=1,20,40),5
getpower = 30,10
guardflag = MA
hitflag = MAFD
animtype = HEAVY
air.animtype = BACK
priority = 4, Hit
pausetime = 0,8
numhits = 1
sparkno = S7001
sparkxy = 0,-90
guard.sparkno = S7004
hitsound=s0,9
guardsound = s0,13
ground.type = high
ground.slidetime = 0
ground.hittime  = 55
ground.velocity = -5,-8.5
air.velocity = -5,-4
guard.velocity = -5
ground.recovertime = 55
down.bounce = 1
air.recover = 0
fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 

[State 1020, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5000)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1020, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5020)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1020]
type = ChangeState
trigger1 = AnimTime = 0
value = 1013
ctrl = 0

;-----------------------------
;AIR GAMMA CHARGE HORIZONTAL(medium follow up)
[Statedef 1021]
type    = A
movetype= A
physics = A
anim = 1021
velset = 0
poweradd = 70
ctrl = 0

[State 1021]
type = PlaySnd
trigger1 = animelem = 3
value=1,25

[State 1021, Remove FX] 
type=RemoveExplod
trigger1=1
ID=6001

[State 1021, Remove FX] 
type=RemoveExplod
trigger1=1
ID=6004

[State 1020]
type = Explod
Anim =6000
trigger1 = animelem = 3
postype = P1
pos =0,0
bindtime = 24
removeTime = 24
sprpriority = 5
removeongethit=1
ownpal = 1
ID =6000

[State 1020]
type = Explod
Anim =6003
trigger1 = animelem = 3
postype = P1
pos =0,0
bindtime = 24
removeTime = 24
sprpriority = 5
removeongethit=1
ownpal = 1
ID =6003

[State 1021]
type = Velset
trigger1 = time = [0,6]
x = 0
y = -.5

[State 1021]
type = Velset
trigger1 = time = [7,30]
x = 6
y = 0

[State 1021]
type = Velset
trigger1 = time > 30
x = 0
y = -1

[State 1021]
type = turn
triggerall = animelem = 11,=0
trigger1 = p2dist X <= -1

[State 1021]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
damage=ifelse(var(25)=1,30,50),7
getpower = 30,10
guardflag = MA
hitflag = MAFD
animtype = HEAVY
air.animtype = BACK
priority = 4, Hit
pausetime = 0,8
numhits = 1
sparkno = S7001
sparkxy = 0,-90
guard.sparkno = S7004
hitsound=s0,9
guardsound = s0,13
ground.type = high
ground.slidetime = 0
ground.hittime  = 55
ground.velocity = -5,-8.5
air.velocity = -5,-4
guard.velocity = -5
ground.recovertime = 55
down.bounce = 1
air.recover = 0
fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 

[State 1021, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5000)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1021, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5020)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1021]
type = ChangeState
trigger1 = AnimTime = 0
value = 1013
ctrl = 0

;----------------------------------
;AIR GAMMA CHARGE HORIZONTAL(heavy follow up)
[Statedef 1022]
type    = A
movetype= A
physics = A
anim = 1022
velset = 0
poweradd = 90
ctrl = 0

[State 1022]
type = PlaySnd
trigger1 = animelem = 3
value=1,25

[State 1022, Remove FX] 
type=RemoveExplod
trigger1=1
ID=6001

[State 1022, Remove FX] 
type=RemoveExplod
trigger1=1
ID=6004

[State 1022]
type = Explod
Anim =6000
trigger1 = animelem = 3
postype = P1
pos =0,0
bindtime = 30
removeTime = 30
sprpriority = 5
removeongethit=1
ownpal = 1
ID =6000

[State 1022]
type = Explod
Anim =6003
trigger1 = animelem = 3
postype = P1
pos =0,0
bindtime = 30
removeTime = 30
sprpriority = 5
removeongethit=1
ownpal = 1
ID =6003

[State 1022]
type = Velset
trigger1 = time = [0,6]
x = 0
y = -.5

[State 1022]
type = Velset
trigger1 = time = [7,36]
x = 8
y = 0

[State 1022]
type = Velset
trigger1 = time > 35
x = 0
y = -1

[State 1022]
type = turn
triggerall = animelem = 13,=0
trigger1 = p2dist X <= -1

[State 1022]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
damage=ifelse(var(25)=1,40,60),10
getpower = 30,10
guardflag = MA
hitflag = MAFD
animtype = HEAVY
air.animtype = BACK
priority = 4, Hit
pausetime = 0,8
numhits = 1
sparkno = S7001
sparkxy = 0,-90
guard.sparkno = S7004
hitsound=s0,9
guardsound = s0,13
ground.type = high
ground.slidetime = 0
ground.hittime  = 55
ground.velocity = -5,-8.5
air.velocity = -5,-4
guard.velocity = -5
ground.recovertime = 55
down.bounce = 1
air.recover = 0
fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 

[State 1022, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5000)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1022, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5020)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1022]
type = ChangeState
triggerall = var(20) = 20 && movehit
triggerall =ifelse(var(46)=20,power>=1000,power>=ifelse(life>=500,2000,1000))
trigger1 = TIME >= 20
value = 3600
ctrl = 0

[State 1022]
type = ChangeState
trigger1 = AnimTime = 0
value = 1013
ctrl = 0

;-------------------------------
;GROUND GAMMA CHARGE Horizontal(follow forward)
[Statedef 1023]
type    = S
movetype= A
physics = N
anim = 1023
velset = 0
poweradd = 70
ctrl = 0

[State 1023, ChangeAnim]
type = ChangeAnim
triggerall = prevstateno != 9000
trigger1 = Time = 0 && Anim != 1023
value = 1023

[State 1023]
type = PosSet
trigger1=1
y=0

[State 1023, FX]
type = PlaySnd
trigger1 = !Time
value=1,25
channel=1

[State 1023, Voice]
type = PlaySnd
trigger1 = Time =3
value=2,40
channel=2

[State 1023]
type = VelAdd
trigger1 = time >= 4
x = 3.1

[State 1023]
type = NotHitBy
trigger1=p2bodydist x >=0
trigger1=1
value = ,NA,SA,AT,NP,SP
time=1

[State 1023, Remove FX]
type=RemoveExplod
trigger1=!Time
ID=6000

[State 1023, Remove FX]
type=RemoveExplod
trigger1=!Time
ID=6003

[State 1023]
type = Explod
Anim = 6000
trigger1 = Time =4
postype = P1
pos =-50,0
bindtime =-1
removeTime = 16
sprpriority = 5
removeongethit=1
ownpal = 1
ID=6000

[State 1023]
type = Explod
Anim = 6003
trigger1 = Time=4
postype = P1
pos =-50,0
bindtime =-1
removeTime = 16
sprpriority = 5
removeongethit=1
ownpal = 1
ID=6003

[State 1023, FX]
type = Explod
Anim = 7021
trigger1 = Time =4
postype = P1
pos =-78,0
bindtime =1
sprpriority = -3
removeongethit=1
ownpal = 1
ID=7021

[State 1023]
type = Explod
Anim =7018
trigger1 = Time = 10
postype = P1
pos = -19,-2
bindtime = 1
removeTime = 22
sprpriority = 3
ownpal = 1

[State 1023, VarSet]
type=VarSet
trigger1= !Time&&Var(3)=0
trigger1=(FrontEdgeBodyDist <= 120)
v=3
value=1
ignorehitpause=1

[State 1023]
type = HitDef
trigger1=Var(3)=1
trigger1 = !Time
attr = S, SA
damage=ifelse(var(25)=1,15,30),5
getpower = 30,10
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3,8
numhits = 1
sparkno = S7001
sparkxy = -7,-55
guard.sparkno = S7004
hitsound=s0,9
guardsound = s0,13
ground.type = low
ground.slidetime = 0
ground.hittime  = 55
ground.velocity = -1,-11.3
air.velocity = -1,-9.5
guard.velocity = -5
ground.recovertime = 35
fall = 1
fall.recover=0
down.bounce = 1
air.recover = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
fall.damage = 10
p2stateno=1030
yaccel = .6

[State 1023]
type = HitDef
trigger1=Var(3)!=1
trigger1 = !Time
attr = S, SA
damage=ifelse(var(25)=1,15,30),5
getpower = 30,10
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3,8
numhits = 1
sparkno = S7001
sparkxy = -7,-55
guard.sparkno = S7004
hitsound=s0,9
guardsound = s0,13
ground.type = low
ground.slidetime = 0
ground.hittime  = 55
ground.velocity = -1,-11.3
air.velocity = -1,-9.5
guard.velocity = -5
ground.recovertime = 35
fall = 1
fall.recover=0
down.bounce = 1
air.recover = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
;fall.damage = 10
yaccel = .6

[State 1023, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=1030)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1023, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5000)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1023, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5020)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1023, Explod]
type = Explod
trigger1 = P2stateno =1031
ID =7013
anim =7013
postype = p2
pos = -30,20
facing=-1
bindtime = 1
sprpriority = 3
persistent = 0

[State 1023, EnvShake]
type = EnvShake
trigger1 = P2stateno =1031
time = 20
freq = 90
ampl = -4
phase = 90
ignorehitpause = 1
persistent = 0

[State 1023, PlaySnd]
type = PlaySnd
trigger1 = P2stateno =1031
value = S1,20
channel = 1
ignorehitpause = 1
persistent = 0

[State 1023]
type = ChangeState
trigger1 = AnimTime = 0
value = 1009
ctrl = 0
;-------------------------------
;GROUND GAMMA CHARGE VERTICAL(follow up)
[Statedef 1024]
type    = A
movetype= A
physics = N
anim = 1015
velset = 0
poweradd = 70
ctrl = 0

[State 1024, PosAdd]
type = PosAdd
trigger1 =!Time
x = 15

[State 1024]
type = PlaySnd
trigger1 = animelem = 3
value=1,25
channel=1

[State 1024]
type = PlaySnd
trigger1 = animelem = 3
value=2,38
channel=2

[State 1024, Remove FX]
type=RemoveExplod
trigger1=1
ID=6000

[State 1024, Remove FX]
type=RemoveExplod
trigger1=1
ID=6003

[State 1024]
type = Explod
Anim =6001
trigger1 = animelem =4
postype = P1
pos = 0,0
ID =6001
bindtime = 21
removeTime = 21
sprpriority = 5
removeongethit=1
ownpal = 1

[State 1024]
type = Explod
Anim =6004
trigger1 = animelem =4
postype = P1
pos = 0,0
ID =6004
bindtime = 21
removeTime = 21
sprpriority = 5
removeongethit=1
ownpal = 1

[State 1024]
type = Velset
trigger1 = time >= 6
trigger1 = time <= 21
x = 1.5
y = -11

[State 1024]
type = Velset
trigger1 = time > 21
x = 0
y = -5

[State 1024]
type = HitDef
trigger1 = animelem = 3
attr = S, SA
damage=ifelse(var(25)=1,25,45),5
getpower = 30,10
animtype = Heavy
guardflag = MA
hitflag = MAF
animtype = UP
air.animtype = UP
priority = 6, Hit
pausetime = 6, 9
sparkno = S7001
guard.sparkno = S7004
sparkxy = -5, -160+(100*(p2statetype!=A))
hitsound=s0,9
guardsound = s0,13
guard.velocity = -10
airguard.velocity = -5
air.type = Low
air.velocity = -1,-8
air.hittime = 25
down.bounce = 0
yaccel = .5
air.recover = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0

[State 1024, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=1026)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1024, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5000)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1024, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5020)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1024]
type = ChangeState
trigger1 = AnimTime = 0
value = 1013
ctrl = 0

;-------------------------------
;GROUND GAMMA CHARGE Horizontal(follow Back)
[Statedef 1025]
type    = S
movetype= A
physics = N
anim = 1023
velset = 0
poweradd = 70
ctrl = 0

[State 1025, ChangeAnim]
type = ChangeAnim
triggerall = prevstateno != 9000
trigger1 = Time = 0 && Anim != 1023
value = 1023

[State 1025, Turn]
type = Turn
trigger1 = !Time

[State 1025]
type = PosSet
trigger1=1
y=0

[State 1025, FX]
type = PlaySnd
trigger1 = !Time
value=1,25
channel=1

[State 1025, Voice]
type = PlaySnd
trigger1 = Time =3
value=2,39
channel=2

[State 1025]
type = VelAdd
trigger1 = time >= 4
x = 3.1

[State 1025]
type = NotHitBy
trigger1=p2bodydist x >=0
trigger1=1
value = ,NA,SA,AT,NP,SP
time=1

[State 1025, Remove FX]
type=RemoveExplod
trigger1=!Time
ID=6000

[State 1025, Remove FX]
type=RemoveExplod
trigger1=!Time
ID=6003

[State 1025]
type = Explod
Anim = 6000
trigger1 = Time =4
postype = P1
pos =-50,0
bindtime =-1
removeTime = 16
sprpriority = 5
removeongethit=1
ownpal = 1
ID=6000

[State 1025]
type = Explod
Anim = 6003
trigger1 = Time=4
postype = P1
pos =-50,0
bindtime =-1
removeTime = 16
sprpriority = 5
removeongethit=1
ownpal = 1
ID=6003

[State 1025, FX]
type = Explod
Anim = 7021
trigger1 = Time =4
postype = P1
pos =-78,0
bindtime =1
sprpriority = -3
removeongethit=1
ownpal = 1
ID=7021

[State 1025]
type = Explod
Anim =7018
trigger1 = Time = 10
postype = P1
pos = -19,-2
bindtime = 1
removeTime = 22
sprpriority = 3
ownpal = 1

[State 1025]
type = HitDef
trigger1 = !Time
attr = S, SA
damage=ifelse(var(25)=1,15,30),5
getpower = 30,10
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3,8
numhits = 1
sparkno = S7001
sparkxy = -7,-55
guard.sparkno = S7004
hitsound=s0,9
guardsound = s0,13
ground.type = low
ground.slidetime = 0
ground.hittime  = 55
ground.velocity = -1,-11.3
air.velocity = -1,-9.5
guard.velocity = -5
ground.recovertime = 35
fall = 1
fall.recover=0
down.bounce = 1
air.recover = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
;fall.damage = 10
yaccel = .6

[State 1025, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=1026)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1025, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5000)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1025, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5020)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1025]
type = ChangeState
trigger1 = AnimTime = 0
value = 1009
ctrl = 0

;---------------------------
;Gamma Charge p2 State
[Statedef 1026]
type=S
movetype=H
physics=N
velset=0,0
ctrl=0

[State 1026, LifeAdd]
type = LifeAdd
trigger1 =!Time
value = ifelse(var(25)=1,-35,-50)

[State 1026]
type=SelfState
trigger1=roundstate!=2
value=5000

[State 1026]
type=ChangeAnim2
trigger1=!Time
value=1026

[State 1026]
type=velset
trigger1=time=1
x=-3
y=-5.5

[State 1026]
type=veladd
trigger1=time>=5
y=.65

[State 1026]
type=Gravity
trigger1=time>=10

[State 1026]
type =Posset
trigger1 = time>=22
trigger1 = Pos Y >= -10
trigger1 = Vel Y >= 0
y=0

[State 1026]
type = changeState
trigger1 = time>=22
trigger1 = Pos Y >= -10
trigger1 = Vel Y >= 0
value =1027
ctrl = 0

;---------------------------------------------------
;Gamma Charge P2 Ground Recovery
[Statedef 1027]
type=S
movetype=H
physics=N
ctrl=0

[State 1027]
type=PosSet
trigger1=1
y=0

[State 1027]
type=VelSet
trigger1=!time
x=-2
y=0

[State 1027]
type=SelfState
trigger1=Time=0
value=ifelse(alive,5201,5110)

;-------------------------------------------------
;Gamma Charge P2 Hitting Wall
[Statedef 1030]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1030]
type = AfterImage
trigger1 = Time = 5
length = 5
timegap = 1
framegap = 1
PalBright   = 0,0,0
PalContrast = 100,100,100
PalMul      = 1,1,1
trans = Add1
time = 0

[State 1030]
type = AfterImageTime
trigger1 = 1
time = 2
[State 1406, pos]
type=posset
trigger1= 1
x=-160*facing

[State 1030, pos]
type=posfreeze
trigger1= 1
x=1
y=1

[State 1030, EnvShake]
type = EnvShake
trigger1 = !time
time =14
ampl = 6
ignorehitpause =1

[State 1030, screen]
type=screenbound
trigger1= 1
value=1
movecamera=0,1
[State 1208, push]
type=playerpush
trigger1= 1
value=0

[State 1030, anim]
type=changeanim
trigger1= 1
value=5000

[State 1030]
type = ChangeState
triggerall = Time >= 3
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1031

[State 1030]
type = SelfState
trigger1 = Time = 150
value = 5000

;---------------------------------------------------------------------------
;Gram P2 Falling
[Statedef 1031]
type    = A
movetype= H
physics = N

[State 1031, grav]
type=veladd
trigger1= 1
y=.5
[State 1031, Velset]
type = Velset
trigger1 = !time
x = 2.5
y = -9

[State 1031, anim]
type=changeanim
trigger1= !time
value=ifelse(selfanimexist(5051),5051,5030)
[State 1031, anim]
type=changeanim
trigger1= anim=5030 && !animtime
value=5050
[State 1031, Anim]
type=changeanim
trigger1= vel y>-3 && anim=5051 &&selfanimexist(5061)
value=5061
[State 1031, Anim]
type=changeanim
trigger1= vel y>-3 && anim=5051 &&!selfanimexist(5061)&&selfanimexist(5060)
value=5060
[State 1031, Anim]
type=changeanim
trigger1= vel y>-3 && anim=5051&&!selfanimexist(5060) &&!selfanimexist(5061)&&selfanimexist(5062)
value=5062
[State 1031, Anim]
type=changeanim2
trigger1= vel y>-3 && anim=5051&&!selfanimexist(5060) &&!selfanimexist(5061)&&!selfanimexist(5062)
value=5061

[State 1031, screen]
type=screenbound
trigger1= 1
value=1
movecamera=0,0
[State 1031, push]
type=playerpush
trigger1= 1
value=0

[State 1031, end]
type=selfstate
trigger1= vel y>0 && pos y>=20
value=5100
;--------------------------------------
;GAMMA LIFT(start)
[Statedef 1100]
type    = S
movetype= A
physics = S
velset = 0
anim=1100
poweradd = 50
ctrl = 0

[State 1100]
type =null; ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 1100
value = 1100

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1,45
channel=1

[State 1100]
type = explod
trigger1 = animelem = 7
anim = 6011
postype = p1
pos = 45,10
sprpriority = -3
removetime = 90
removeongethit = 0

[State 1100]
type = Explod
Anim = 6012
trigger1 = animelem = 7
postype = P1
pos = 30,10
bindTime = 12
sprpriority = 2
ownpal = 1
removeongethit = 0

[State 1100]
type = explod
trigger1 = animelem = 5
anim = 6006
ID=6006
postype = p1
pos = 32,67
sprpriority = 5
removetime = 3
ignorehitpause=0
removeongethit = 0

[State 1100]
type = explod
trigger1 = animelem = 6
anim = 6006
postype = p1
pos = 32,67
sprpriority = 5
removetime = 3
removeongethit = 0

[State 1100]
type = explod
trigger1 = animelem = 7
anim = 6006
postype = p1
pos = 26,30
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1100]
type = explod
trigger1 = animelem = 8
anim = 6006
postype = p1
pos = -32,-60
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1100]
type = explod
trigger1 = animelem = 9
anim = 6006
postype = p1
pos = -42,-50
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1100]
type = explod
trigger1 = animelem = 10
anim = 6006
postype = p1
pos = -47,-45
sprpriority = 5
removetime = 9
removeongethit = 1

[State 1100]
type = explod
trigger1 = animelem = 13
anim = 6006
postype = p1
pos = -42,-50
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1100]
type = explod
trigger1 = animelem = 14
anim = 6006
postype = p1
pos = -33,-55
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1100]
type = explod
trigger1 = animelem = 15
anim = 6006
postype = p1
pos = -27,-65
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1100]
type = explod
trigger1 = animelem = 16
anim = 6006
postype = p1
pos = -17,-90
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1100]
type = explod
trigger1 = animelem = 17
anim = 6006
postype = p1
pos = -29,-91
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1100]
type = explod
trigger1 = animelem = 18
anim = 6006
postype = p1
pos = -29,-91
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1100]
type = explod
trigger1 = animelem = 19
anim = 6006
postype = p1
pos = -29,-91
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1100]
type = explod
trigger1 = animelem = 20
anim = 6006
postype = p1
pos = -29,-91
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1100]
type = explod
trigger1 = animelem = 21
anim = 6006
postype = p1
pos = -29,-91
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1100]
type = explod
trigger1 = animelem = 22
anim = 6006
postype = p1
pos = -29,-91
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1100]
type = HitDef
trigger1 = animelem = 5
trigger2 = animelem = 6
attr = S, SA
damage=ifelse(var(25)=1,20,40),5
getpower = 30,10
guardflag = L
hitflag = MAFD
priority = 4, Hit
pausetime = 8,2
sparkno = S7001
sparkxy = 15,0
hitsound = s0,10
guardsound = s0,13
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-4.5
air.velocity = -1,-4
guard.velocity = -5
p1stateno = 1108
;fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 

[State 1100]
type = HitDef
trigger1 = animelem = 18
trigger2 = animelem = 19
trigger3 = animelem = 20
trigger4 = animelem = 21
trigger5 = animelem = 22
attr = S, SA
damage=ifelse(var(25)=1,20,40),5
getpower = 30,10
guardflag = L
hitflag = MAFD
priority = 4, Hit
pausetime = 8,8
sparkno = S7001
sparkxy = -2,-40
hitsound = s0,10
guardsound = s0,13
guard.sparkno = S6008
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-4.5
air.velocity = -1,-4
guard.velocity = -5
p1stateno = 1109
;fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 

[State 1100]
type = ChangeState
triggerall = animelem <= 6
trigger1 = MoveGuarded
value = 1108
ctrl = 1

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101
ctrl = 0

;--------------------------------
;GAMMA LIFT(stand)
[StateDef 1101]
type = S
physics = S
anim = 1101
ctrl = 0
velset = 0

[State 1101]
type = turn
trigger1 = p2dist X <= -3
trigger1 = time >= 0

[State 1101]
type = VarSet
trigger1 = command = "holdup2"
v = 6
value = 1

[State 1101]
type = Changestate
trigger1 = Command = "holdfwd"
value = 1102
ctrl = 0

[State 1101]
type = Changestate
trigger1 = Command = "holdback"
value = 1103
ctrl = 0

[State 1101]
type = Changestate
triggerall = var(6) = 1
trigger1 = Command = "holdback" && command = "holdup"
value = 1113
ctrl = 0

[State 1101]
type = Changestate
triggerall = var(6) = 1
trigger1 = Command = "holdfwd" && command = "holdup"
value = 1112
ctrl = 0

[State 1101]
type = Changestate
trigger1 = Command = "holdup2"
value = 1111
ctrl = 0

[State 1101]
type = Changestate
trigger1 = Command = "x"
value = 1105
ctrl = 0

[State 1101]
type = Changestate
trigger1 = Command = "y"
value = 1106
ctrl = 0

[State 1101]
type = Changestate
trigger1 = Command = "z"
value = 1107
ctrl = 0
;---------------------------
;GAMMA LIFT(walk forward)
[StateDef 1102]
type = S
physics = S
anim = 1102
ctrl = 0
velset = 0

[State 1102]
type = VelSet
trigger1 = Command = "holdfwd"
x = 1.8

[State 1102]
type = Changestate
trigger1 = Command != "holdfwd"
value = 1101
ctrl = 0

[State 1102]
type = Changestate
trigger1 = Command = "holdback"
value = 1103
ctrl = 0

[State 1102]
type = Changestate
trigger1 = Command = "x"
value = 1105

[State 1102]
type = Changestate
trigger1 = Command = "y"
value = 1106

[State 1102]
type = Changestate
trigger1 = Command = "z"
value = 1107

[State 1101]
type = Changestate
triggerall = var(6) = 1
trigger1 = Command = "holdback" && command = "holdup"
value = 1113
ctrl = 0

[State 1101]
type = Changestate
triggerall = var(6) = 1
trigger1 = Command = "holdfwd" && command = "holdup"
value = 1112
ctrl = 0

;---------------------------
;GAMMA LIFT(walk backwards)
[StateDef 1103]
type = S
physics = S
anim = 1103
ctrl = 0
velset = 0

[State 1101]
type = Changestate
triggerall = var(6) = 1
trigger1 = Command = "holdback" && command = "holdup"
value = 1113
ctrl = 0

[State 1101]
type = Changestate
triggerall = var(6) = 1
trigger1 = Command = "holdfwd" && command = "holdup"
value = 1112
ctrl = 0

[State 1103]
type = Changestate
trigger1 = Command = "holdfwd"
value = 1101
ctrl = 0

[State 1103]
type = VelSet
trigger1 = Command = "holdback"
x = -1.6

[State 1103]
type = Changestate
trigger1 = Command != "holdback"
value = 1101
ctrl = 0

[State 1103]
type = Changestate
trigger1 = Command = "x"
value = 1105

[State 1103]
type = Changestate
trigger1 = Command = "y"
value = 1106

[State 1103]
type = Changestate
trigger1 = Command = "z"
value = 1107

;-------------------------------
;GAMMA LIFT(throw light)
[StateDef 1105]
type = S
physics = S
anim = 1104
ctrl = 0
poweradd = 50
velset = 0

[State 1105]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,2
channel=1

[State 1105]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,12
channel=2

[State 1105]
type = Projectile
trigger1 = AnimElem = 5
ProjID = 1105
projanim = 6006
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
offset = 20,-92
velocity = 6.7,2
attr = S, SP
animtype  = Heavy
damage=ifelse(var(25)=1,75,100),10
getpower = 40
guardflag = MA
pausetime = 4,10
guard.sparkno = S6008
sparkno = S6013
sparkxy = -60,25
hitsound = s0,10
guardsound = s0,13
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -12,-7
air.velocity = -12,-5
air.animtype = Back
air.juggle = 5
fall = 1
fal.recover = 0
air.fall = 1

[State 1105]
type=Helper
trigger1=!Time
name="Sounds & FX"
Stateno=1205
ID=1205
persistent=0

[State 1105]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------
;GAMMA LIFT(throw medium)
[StateDef 1106]
type = S
physics = S
anim = 1104
ctrl = 0
poweradd = 70
velset = 0

[State 1106]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,2
channel=1

[State 1106]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,12
channel=2

[State 1106]
type = Projectile
trigger1 = AnimElem = 5
ProjID = 1105
projanim = 6006
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
offset = 20,-92
velocity = 7.2,2.2
attr = S, SP
animtype  = Heavy
damage=ifelse(var(25)=1,90,120),10
getpower = 40
guardflag = MA
pausetime = 4,10
guard.sparkno = S6008
sparkno = S6013
sparkxy = -60,25
hitsound=s0,10
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -12,-7
air.velocity = -12,-5
air.animtype = Back
air.juggle = 5
fall = 1
fal.recover = 0
air.fall = 1

[State 1106]
type=Helper
trigger1=!Time
name="Sounds & FX"
Stateno=1205
ID=1205
persistent=0

[State 1106]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------
;GAMMA LIFT(throw hard)
[StateDef 1107]
type = S
physics = S
anim = 1104
ctrl = 0
poweradd = 90
velset = 0

[State 1107]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,2
channel=1

[State 1107]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,12
channel=2

[State 1107]
type = Projectile
trigger1 = AnimElem = 5
ProjID = 1105
projanim = 6006
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
offset = 20,-92
velocity = 7.9,2.4
attr = S, SP
animtype  = Heavy
damage=ifelse(var(25)=1,110,140),10
getpower = 50
guardflag = MA
pausetime = 4,10
guard.sparkno = S6008
sparkno = S6013
sparkxy = -60,25
hitsound=s0,10
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -12,-7
air.velocity = -12,-5
air.animtype = Back
air.juggle = 5
fall = 1
fal.recover = 0
air.fall = 1

[State 1107]
type=Helper
trigger1=!Time
name="Sounds & FX"
Stateno=1205
ID=1205
persistent=0

[State 1107]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
;GAMMA LIFT(hit)
[StateDef 1108]
type = S
movetype= A
physics = S
anim = 1108
ctrl = 0
velset = 0

[State 1108, RemoveExplod]
type = RemoveExplod
trigger1 =1
id =6006

[State 1108, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S0,8
channel = 1

[State 1108, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S2,14
channel = 2

[State 1108]
type = explod
trigger1 = !time
trigger1 = Prevstateno=1200
anim = 6067
postype = p1
pos = 45,10
sprpriority = -3
removeongethit=0

[State 1108]
type = explod
trigger1 = !time
trigger1 = Prevstateno=1201
anim = 6068
postype = p1
pos = 45,10
sprpriority = -3
removeongethit=0

[State 1108]
type = explod
trigger1 = !time
trigger1 = Prevstateno=1100||Prevstateno=1202
anim = 6011
postype = p1
pos = 45,10
sprpriority = -3
removeongethit=0

[State 1108]
type = Explod
Anim = 6012
trigger1 = !time
postype = P1
pos = 30,10
bindTime = 12
sprpriority=2
ownpal=1
removeongethit=0

[State 1108, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 =(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1108]
type=Helper
trigger1=!Time
name="Sounds & FX"
Stateno=1110
ID=1110
persistent=0

[State 1108]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------
;GAMMA LIFT(hit)
[StateDef 1109]
type = S
movetype= A
physics = S
anim = 0
ctrl = 0
velset = 0

[State 1109]
type = ChangeState
trigger1 = Time = 0
value = 0
ctrl = 1

;------------------------------------
;GAMMA Lift - Sounds & FX Helper State
[Statedef 1110]
type = S
velset = 0,0
sprpriority = 0
anim = 9741
ctrl = 0

[State 1110]
type=PlaySnd
trigger1=P2stateno=5110
value=1,0
channel=1
persistent=0

[State 1110]
type=Explod
anim=7011
trigger1=P2stateno=5110
postype=P2
pos=0,0
persistent=0
sprpriority=-2
pausemovetime=999
supermovetime=999

[State 1110]
type=null;;Explod
trigger1=NumExplod(17012)<=0
trigger1=P2stateno=5100
anim=17012
pos=0,0
postype=p2
facing=1
sprpriority=3
bindtime=1
pausemovetime=999
supermovetime=999
ID=17012
persistent=0

[State 1110]
type = EnvShake
trigger1=NumExplod(17012)>=1
trigger1=P2stateno=5110
time = 20
ampl = -6
freq = 150
persistent=0

[State 1110, Rocks]
type =null; helper
trigger1=P2stateno=5100
stateno = 4500
id = 4500
pos = 0,0
postype = p2
sprpriority =4
helpertype = normal
ownpal = 1
persistent=0

[State 1110]
type = DestroySelf
trigger1 =Parent,Ctrl=1
ignorehitpause=1
;----------------------------------
;GAMMA LIFT(jump up)
[StateDef 1111]
type = S
movetype= A
physics = S
anim = 1111
ctrl = 0
velset = 0

[State 1111]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
movetype = A
physics = N

[State 1111]
type = velset
trigger1 = time = [9,14]
x = 0
y = -6

[State 1111]
type = veladd
trigger1 = time = [15,29]
x = 0
y = .5

[State 1111]
type = velset
trigger1 = time >= 30
x = 0
y = 7

[State 1111]
type = turn
trigger1 = p2dist X <= -1
trigger1 = time >= 0

[State 1111]
type = explod
trigger1 = animelem = 1
anim = 6006
postype = p1
pos = -47,-45
sprpriority = 5
removetime = 8
removeongethit = 1

[State 1111]
type = Changestate
triggerall = var(6) = 1
trigger1 = Time = [0,8]
trigger1 = Command = "holdfwd"
value = 1112

[State 1111]
type = Changestate
triggerall = var(6) = 1
trigger1 = Time = [0,8]
trigger1 = Command = "holdback"
value = 1113

[State 1112]
type = ChangeState
trigger1 = command = "x" || Command = "y" || Command = "z" 
value = 1115

[State 1111]
type = ChangeState
triggerall = time >= 30
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1114
ctrl = 0

;----------------------------------
;GAMMA LIFT(jump forward)
[StateDef 1112]
type = S
movetype= A
physics = S
anim = 1111
ctrl = 0
velset = 0

[State 1112]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
movetype = A
physics = N

[State 1112]
type = velset
trigger1 = time = [9,14]
x = 3
y = -6

[State 1112]
type = veladd
trigger1 = time = [15,29]
x = .2
y = .5

[State 1112]
type = velset
trigger1 = time >= 30
x = .05
y = 7

[State 1112]
type = turn
trigger1 = p2dist X <= -1
trigger1 = time = 0

[State 1112]
type = ChangeState
trigger1 = command = "x" || Command = "y" || Command = "z" 
value = 1115

[State 1112]
type = explod
trigger1 = animelem = 1
anim = 6006
postype = p1
pos = -47,-45
sprpriority = 5
removetime = 8
removeongethit = 1

[State 1112]
type = ChangeState
triggerall = time >= 30
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1114
ctrl = 0

;----------------------------------
;GAMMA LIFT(jump backward)
[StateDef 1113]
type = S
movetype= A
physics = S
anim = 1111
ctrl = 0
velset = 0

[State 1113]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
movetype = A
physics = N

[State 1113]
type = velset
trigger1 = time = [9,14]
x = -3
y = -6

[State 1113]
type = veladd
trigger1 = time = [15,29]
x = -.2
y = .5

[State 1113]
type = velset
trigger1 = time >= 30
x = -.05
y = 7

[State 1113]
type = turn
trigger1 = p2dist X <= -1
trigger1 = time >= 0

[State 1113]
type = explod
trigger1 = animelem = 1
anim = 6006
postype = p1
pos = -47,-45
sprpriority = 5
removetime = 8
removeongethit = 1

[State 1112]
type = ChangeState
trigger1 = command = "x" || Command = "y" || Command = "z" 
value = 1115

[State 1113]
type = ChangeState
triggerall = time >= 30
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1114
ctrl = 0
;----------------------------------
;GAMMA LIFT(jump land)
[StateDef 1114]
type = S
movetype= A
physics = N
anim = 1114
ctrl = 0
velset = 0,0

[State 1114]
type = PlaySnd
trigger1 = Time = 0
value = 1,27
channel=1

[State 1114]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 1114]
type = turn
trigger1 = p2dist X <= -1
trigger1 = time >= 0

[State 1114]
type = explod
trigger1 = animelem = 1
anim = 6006
postype = p1
pos = -47,-45
sprpriority = 5
removetime = 6
removeongethit = 1

[State 1114]
type = explod
trigger1 = animelem = 3
anim = 6006
postype = p1
pos = -42,-50
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1114]
type = explod
trigger1 = animelem = 4
anim = 6006
postype = p1
pos = -33,-55
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1114]
type = explod
trigger1 = animelem = 5
anim = 6006
postype = p1
pos = -27,-65
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1114]
type = explod
trigger1 = animelem = 6
anim = 6006
postype = p1
pos = -17,-90
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1114]
type = ChangeState
trigger1 = animtime = 0
value = 1101
ctrl = 0

;----------------------------------
;GAMMA LIFT JUMP(throw)
[StateDef 1115]
type = A
movetype= A
physics = N
anim = 1115
ctrl = 0
poweradd = 90
velset = 0,0

[State 1115]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,2
channel=1

[State 1115]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,12
channel=2

[State 1115]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 1115]
type = Projectile
trigger1 = AnimElem = 3
ProjID = 1105
projanim = 6006
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
offset = 87,-70
velocity = 6.7,2
attr = S, SP
animtype  = Heavy
damage=ifelse(var(25)=1,80,115),10
getpower = 50
guardflag = MA
pausetime = 4,10
guard.sparkno = S6008
sparkno = S6013
sparkxy = -60,25
hitsound=s0,10
guardsound = s0,13
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -12,-7
air.velocity = -12,-5
air.animtype = Back
air.juggle = 5
fall = 1
fal.recover = 0
air.fall = 1

[State 1115]
type=Helper
trigger1=Animelem=3
name="Sounds & FX"
Stateno=1205
ID=1205
persistent=0

[State 1115]
type = ChangeState
trigger1 = AnimTime = 0
value = 855
ctrl = 1

;------------------------------
;GAMMA SLAM(light)
[StateDef 1200]
type = S
movetype = A
physics = S
ctrl = 0
anim=1200
poweradd = 50
velset = 0

[State 1200]
type = PlaySnd
trigger1 = AnimElem = 6
value =1,45
channel=1

[State 1200]
type = PlaySnd
trigger1 = AnimElem = 14
value =2,12
channel=2

[State 1200, No Spam]
type=varset
trigger1=time=1
var(31)=1
ignorehitpause=1

[State 1200]
type = explod
trigger1 = animelem = 8
anim =6067
postype = p1
pos = 45,10
sprpriority = -3
;removetime = 90
removeongethit = 0

[State 1200]
type = Explod
Anim = 6012
trigger1 = animelem = 9
postype = P1
pos = 30,10
bindTime = 12
sprpriority = 2
ownpal = 1
removeongethit = 0

[State 1200]
type =null;; explod
trigger1 = animelem = 6
anim = 6006
id=6006
postype = p1
pos = 32,67
sprpriority = 5
removetime = 3
ignorehitpause=0
removeongethit = 1

[State 1200]
type =null;; explod
trigger1 = animelem = 7
anim = 6006
postype = p1
pos = 32,67
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1200]
type = explod
trigger1 = animelem = 8
anim = 60062
postype = p1
pos = 33,36
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1200]
type = explod
trigger1 = animelem = 9
anim = 60062
postype = p1
pos = -17,-56
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1200]
type = HitDef
trigger1 = animelem = 6
trigger2 = animelem = 7
attr = S, SA
damage=ifelse(var(25)=1,90,120),10
getpower = 30,10
guardflag = L
hitflag = MAFD
priority = 4, Hit
pausetime = 8,2
sparkno = S7001
guard.sparkno=S7004
sparkxy = 15,0
hitsound=s0,10
guardsound = s0,13
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-4.5
air.velocity = -1,-4
guard.velocity = -5
p1stateno = 1108
;fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 

[State 1200]
type = Projectile
trigger1 = AnimElem = 14
ProjID = 6006
projanim = 60062
projhitanim = -1;;6008
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
offset = 13,-87
velocity = 9.4,2.6
attr = S, SP
animtype  = Heavy
damage=ifelse(var(25)=1,90,120),5
getpower=20
givepower=50
guardflag = MA
pausetime = 4,10
guard.sparkno = S6008
sparkno = S6013
sparkxy = -60,25
hitsound   = S0,10
guardsound = S0,13
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -12,-7
air.velocity = -12,-5
air.animtype = Back
air.juggle = 5
fall = 1
fal.recover = 0
air.fall = 1

[State 1200]
type = ChangeState
triggerall = animelem <= 7
trigger1 = MoveGuarded
value = 1108
ctrl = 1

[State 1200]
type=Helper
trigger1=Animelem=14
name="Sounds & FX"
Stateno=1205
ID=1205
persistent=0

[State 1200]
type=Helper
trigger1=Animelem=14
name="Sounds & FX"
Stateno=1998
ID=1998
persistent=0

[State 1200]
type=Helper
trigger1=Numtarget
trigger1=(winko)
name="Sounds & FX"
Stateno=1999
ID=1999
persistent=0

[State 1200]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;GAMMA SLAM(medium)
[StateDef 1201]
type = S
movetype = A
physics = S
ctrl = 0
anim=1201
poweradd = 70
velset = 0

[State 1201]
type = PlaySnd
trigger1 = AnimElem = 6
value =1,45
channel=1

[State 1201]
type = PlaySnd
trigger1 = AnimElem = 14
value =2,12
channel=2

[State 1201, No Spam]
type=varset
trigger1=time=1
var(31)=1
ignorehitpause=1

[State 1201]
type = explod
trigger1 = animelem = 8
anim = 6068;;;6011
postype = p1
pos = 45,10
sprpriority = -3
;;removetime = 90
removeongethit = 0

[State 1201]
type = Explod
Anim = 6012
trigger1 = animelem = 9
postype = P1
pos = 30,10
bindTime = 12
sprpriority = 2
ownpal = 1
removeongethit = 0

[State 1201]
type =null;; explod
trigger1 = animelem = 6
anim = 6006
id=6006
postype = p1
pos = 32,67
sprpriority = 5
removetime = 3
ignorehitpause=0
removeongethit = 1

[State 1201]
type =null;; explod
trigger1 = animelem = 7
anim = 6006
postype = p1
pos = 32,67
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1201]
type = explod
trigger1 = animelem = 8
anim = 60061
postype = p1
pos = 26,30
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1201]
type = explod
trigger1 = animelem = 9
anim = 60061
postype = p1
pos = -32,-60
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1201]
type = HitDef
trigger1 = animelem = 6
trigger2 = animelem = 7
attr = S, SA
damage=ifelse(var(25)=1,120,150),10
getpower = 30,10
guardflag = L
hitflag = MAFD
priority = 4, Hit
pausetime = 8,2
sparkno = S7001
guard.sparkno=S7004
sparkxy = 15,0
hitsound=s0,10
guardsound = s0,13
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-4.5
air.velocity = -1,-4
guard.velocity = -5
p1stateno = 1108
;fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 

[State 1201]
type = Projectile
trigger1 = AnimElem = 14
ProjID = 6006
projanim = 60061
projhitanim = -1;;6008
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
offset = 20,-92
velocity = 8.1,2.3
attr = S, SP
animtype  = Heavy
damage=ifelse(var(25)=1,120,150),10
getpower=30
givepower=70
guardflag = MA
pausetime = 4,10
guard.sparkno = S6008
sparkno = S6013
sparkxy = -60,25
hitsound   = S0,10
guardsound = S0,13
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -12,-7
air.velocity = -12,-5
air.animtype = Back
air.juggle = 5
fall = 1
fal.recover = 0
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 

[State 1201]
type = ChangeState
triggerall = animelem <= 7
trigger1 = MoveGuarded
value = 1108
ctrl = 1

[State 1201]
type=Helper
trigger1=Animelem=14
name="Sounds & FX"
Stateno=1205
ID=1205
persistent=0

[State 1201]
type=Helper
trigger1=Animelem=14
name="Sounds & FX"
Stateno=1998
ID=1998
persistent=0

[State 1201]
type=Helper
trigger1=Numtarget
trigger1=(winko)
name="Sounds & FX"
Stateno=1999
ID=1999
persistent=0

[State 1201]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;GAMMA SLAM(hard)
[StateDef 1202]
type = S
movetype = A
physics = S
ctrl = 0
anim=1202
poweradd = 90
velset = 0

[State 1202]
type = PlaySnd
trigger1 = AnimElem = 5
value =1,45
channel=1

[State 1202]
type = PlaySnd
trigger1 = AnimElem = 13
value =2,12
channel=2

[State 1202, No Spam]
type=varset
trigger1=time=1
var(31)=1
ignorehitpause=1

[State 1202]
type = explod
trigger1 = animelem = 7
anim = 6011
postype = p1
pos = 45,10
sprpriority = -3
removetime = 90
removeongethit = 0

[State 1202]
type = Explod
Anim = 6012
trigger1 = animelem = 8
postype = P1
pos = 30,10
bindTime = 12
sprpriority = 2
ownpal = 1
removeongethit = 0

[State 1202]
type = explod
trigger1 = animelem = 5
anim = 6006
id=6006
postype = p1
pos = 32,67
sprpriority = 5
removetime = 3
ignorehitpause=0
removeongethit = 1

[State 1202]
type = explod
trigger1 = animelem = 6
anim = 6006
postype = p1
pos = 32,67
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1202]
type = explod
trigger1 = animelem = 7
anim = 6006
postype = p1
pos = 26,30
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1202]
type = explod
trigger1 = animelem = 8
anim = 6006
postype = p1
pos = -32,-60
sprpriority = 5
removetime = 3
removeongethit = 1

[State 1202]
type = HitDef
trigger1 = animelem = 5
trigger2 = animelem = 6
attr = S, SA
damage=ifelse(var(25)=1,140,170),15
getpower = 30,10
guardflag = L
hitflag = MAFD
priority = 4, Hit
pausetime = 8,2
sparkno = S7001
guard.sparkno=S7004
sparkxy = 15,0
hitsound=s0,10
guardsound = s0,13
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-4.5
air.velocity = -1,-4
guard.velocity = -5
p1stateno = 1108
;fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 

[State 1202]
type = Projectile
trigger1 = AnimElem = 13
ProjID = 6006
projanim = 6006
projhitanim = -1;;;6008
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
offset = 20,-92
velocity = 6.7,2
attr = S, SP
animtype  = Heavy
damage=ifelse(var(25)=1,140,170),15
getpower=40
givepower=90
guardflag = MA
pausetime = 4,10
guard.sparkno = S6008
sparkno = S6013
sparkxy = -60,25
hitsound   = S0,10
guardsound = S0,13
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -12,-7
air.velocity = -12,-5
air.animtype = Back
air.juggle = 5
fall = 1
fal.recover = 0
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 

[State 1202]
type = ChangeState
triggerall = animelem <= 6
trigger1 = MoveGuarded
value = 1108
ctrl = 1

[State 1202]
type=Helper
trigger1=Animelem=13
name="Sounds & FX"
Stateno=1205
ID=1205
persistent=0

[State 1202]
type=Helper
trigger1=Animelem=14
name="Sounds & FX"
Stateno=1998
ID=1998
persistent=0

[State 1202]
type=Helper
trigger1=Numtarget
trigger1=(winko)
name="Sounds & FX"
Stateno=1999
ID=1999
persistent=0

[State 1202]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;GAMMA Slam - Sounds & FX Helper State
[Statedef 1205]
type = S
velset = 0,0
sprpriority = 0
anim = 9741
ctrl = 0

[State 1205]
type=PlaySnd
trigger1=P2stateno=150||P2stateno=152||P2stateno=154
value=1,70
channel=1
persistent=0

[State 1205]
type=PlaySnd
trigger1=P2stateno=[5000,5020]
value=1,61
channel=1
persistent=0

[State 1205, Explod]
type = Explod
trigger1=P2stateno=[5000,5020]
anim =7001
ID = 7001
pos = 0,-80
postype = p2
facing = 1
bindtime = 1
sprpriority = 5
ontop = 0
ownpal = 0
persistent=0

[State 1205, EnvColor]
type = EnvColor
trigger1=P2stateno=[5000,5020]
value = 255,255,255
time = 1
ignorehitpause=1
persistent=0

[State 1205]
type = EnvShake
trigger1=P2stateno=[5000,5020]
time = 20
ampl = -6
freq = 150
persistent=0

[State 1205]
type = DestroySelf
trigger1 =time>=50
ignorehitpause=1

;---------------------------------------------------------------------------
;GAMMA WAVE(light)
[Statedef 1300]
type    = S
movetype= A
physics = S
SprPriority = -1
velset = 0
anim=1300
poweradd = 30
ctrl = 0

;[State 1300, ChangeAnim]
;type = ChangeAnim
;triggerall =null; prevstateno != 9000
;trigger1 = Time = 0 && Anim != 1300
;value = 1300

[State 1300]
type = VarSet
trigger1 = Time = 0
trigger1 = prevstateno=[200,599]
v = 24
value = 1

[State 1300, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value =2,44
channel=2

[State 1300]
type = PlaySnd
trigger1 = AnimElem = 7
value =1,22

[State 1300]
type = Explod
Anim = 6052
trigger1 = Animelem = 5
postype = P1
pos=0,0
bindTime = 1
sprpriority = 0
removeongethit = 1
ownpal = 1

[State 1300,ROCK DUST ]
type = Explod
Anim = 6053
trigger1 = Animelem = 6
postype = P1
pos = 110, 20
bindTime = 1
sprpriority = 5
removeongethit = 1
ownpal = 1

[State 1300] 
type = EnvShake
trigger1 = Animelem = 7
persistent = 1
time = 36
ampl = -3
freq = 100
phase = 1

[State 1300]
type = SprPriority
trigger1 = IsHelper(1300)
value = 4

[State 1300]
type = SprPriority
trigger1 = IsHelper(1301)
value = 5

[State 1300] 
type = Helper
trigger1 = Animelem = 7
pos = 60, -15
Stateno = 1304
id = 1300

[State 1300] 
type = Helper
trigger1 = Animelem = 13
pos = 130, -15
Stateno = 1304
id = 1301

[State 1300]
type=Helper
trigger1=time=20
stateno=1305
id=1305
helpertype=Normal
name="projectile cancel"
postype=p1
pos=0,0
keyctrl=0
ownpal=1
ignorehitpause=0
removeongethit=1
persistent=0

[State 1300]
type=NotHitBy
triggerall=p2bodydist X>=1
trigger1=time=18
value=,NP,SP
time=8

[State 1300]
type=Helper
trigger1=(winko)
name="Sounds & FX"
Stateno=1999
ID=1999
persistent=0

[State 1300]
type=ChangeState
trigger1=AnimTime=0
value=0
ctrl=1

;---------------------------------------------------------------------------
;GAMMA WAVE(medium)
[Statedef 1301]
type= S
movetype= A
physics= S
SprPriority= -1
velset= 0
anim=1301
poweradd =40
ctrl = 0

;[State 1301, ChangeAnim]
;type = ChangeAnim
;triggerall =null; prevstateno != 9000
;trigger1 = Time = 0 && Anim != 1301
;value = 1301

[State 1301]
type = VarSet
trigger1 = Time = 0
trigger1 = prevstateno=[200,599]
v = 24
value = 1

[State 1301, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value =2,44
channel=2

[State 1301]
type = PlaySnd
trigger1 = AnimElem = 7
value =1,23

[State 1301]
type = Explod
Anim = 6052
trigger1 = Animelem = 5
postype = P1
pos =0,0
bindTime = 1;28
sprpriority = 0
removeongethit = 1
ownpal = 1

[State 1300,ROCK DUST]
type = Explod
Anim = 6053
trigger1 = Animelem = 6
postype = P1
pos = 110, 20
bindTime = 1;45
sprpriority = 5
removeongethit = 1
ownpal = 1

[State 1300,ROCK DUST]
type = Explod
Anim = 6053
trigger1 = Animelem = 12
postype = P1
pos = 185, 20
bindTime = 1;45
sprpriority = 5
ownpal = 1

[State 1301] 
type = EnvShake
trigger1 = Animelem = 7
persistent = 1
time = 50
ampl = -4
freq = 100
phase = 1

[State 1301]
type = SprPriority
trigger1 = IsHelper(1300)
value = 3

[State 1301]
type = SprPriority
trigger1 = IsHelper(1301)
value = 4

[State 1301]
type = SprPriority
trigger1 = IsHelper(1302)
value = 5

[State 1301] 
type = Helper
trigger1 = Animelem = 7
pos = 60, -15
Stateno = 1304
id = 1300

[State 1301]  
type = Helper
trigger1 = Animelem = 13
pos = 130, -15
Stateno = 1304
id = 1301

[State 1301]
type = Helper
trigger1 = Animelem = 19, =2
Stateno = 1304
id = 1302
pos = 200, -15

[State 1301]
type=Helper
trigger1=time=20
stateno=1305
id=1305
helpertype=Normal
name="projectile cancel"
postype=p1
pos=0,0
keyctrl=0
ownpal=1
ignorehitpause=0
removeongethit=1
persistent=0

[State 1301]
type=NotHitBy
triggerall=p2bodydist X>=1
trigger1=time=18
value=SC,NP,SP
time=8

[State 1301]
type=Helper
trigger1=(winko)
name="Sounds & FX"
Stateno=1999
ID=1999
persistent=0

[State 1301] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;GAMMA WAVE(start heavy)
[Statedef 1302]
type= S
movetype= A
physics= S
SprPriority= -1
velset= 0
anim=1302
poweradd =50
ctrl = 0

[State 1302, ChangeAnim]
type =null; ChangeAnim
triggerall = prevstateno != 9000
trigger1 = Time = 0 && Anim != 1302
value = 1302

[State 1302]
type = VarSet
trigger1 = Time = 0
trigger1 = prevstateno=[200,599]
v = 24
value = 1

[State 1302, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value =2,44
channel=2

[State 1302]
type = PlaySnd
trigger1 = AnimElem = 7
value =1,24

[State 1302]
type = Explod
Anim = 6052
trigger1 = Animelem = 5
postype = P1
pos =0,0
bindTime = 1;28
sprpriority = 0
removeongethit = 1
ownpal = 1

[State 1302,ROCK DUST]
type = Explod
Anim = 6053
trigger1 = Animelem = 6
postype = P1
pos = 110, 20
bindTime = 1;45
sprpriority = 5
removeongethit = 1
ownpal = 1

[State 1302,ROCK DUST]
type = Explod
Anim = 6053
trigger1 = Animelem = 12
postype = P1
pos = 185, 20
bindTime = 1;45
sprpriority = 5
ownpal = 1

[State 1302,ROCK DUST]
type = Explod
Anim = 6053
trigger1 = Animelem = 19
postype = P1
pos = 260, 20
bindTime = 1;45
sprpriority = 5
ownpal = 1

[State 1302,ROCK DUST]
type =Explod
Anim = 6053
trigger1 = Animelem = 23
postype = P1
pos = 335, 20
bindTime = 1;45
sprpriority = 5
ownpal = 1

[State 1302] 
type = EnvShake
trigger1 = Animelem = 7
persistent = 1
time = 57
ampl = -5
freq = 100
phase = 1

[State 1302]
type = SprPriority
trigger1 = IsHelper(1300)
value = 2

[State 1302]
type = SprPriority
trigger1 = IsHelper(1301)
value = 3

[State 1302]
type = SprPriority
trigger1 = IsHelper(1302)
value = 4

[State 1302]
type = SprPriority
trigger1 = IsHelper(1303)
value = 5

[State 1302] 
type = Helper
trigger1 = Animelem = 7
Stateno = 1304
id = 1300
pos = 60, -15

[State 1302]
type = Helper
trigger1 = Animelem = 13
Stateno = 1304
id = 1301
pos = 130, -15

[State 1302]
type = Helper
trigger1 = Animelem = 19, =2
Stateno = 1304
id = 1302
pos = 200, -15

[State 1302]
type = Helper
trigger1 = Animelem = 23
Stateno = 1304
id = 6052
pos = 270, -15

[State 1302]
type=Helper
trigger1=time=20
stateno=1305
id=1305
helpertype=Normal
name="projectile cancel"
postype=p1
pos=0,0
keyctrl=0
ownpal=1
ignorehitpause=0
removeongethit=1
persistent=0

[State 1302]
type=NotHitBy
triggerall=p2bodydist X>=1
trigger1=time=18
value=SC,NP,SP
time=8

[State 1302]
type=Helper
trigger1=(winko)
name="Sounds & FX"
Stateno=1999
ID=1999
persistent=0

[State 1302]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;GAMMA WAVE(rock)
[Statedef 1304]
type    = A
movetype= A
physics = S
juggle  = 5
poweradd = 30   
;SprPriority = 5
velset = 0,0
anim =6005
ctrl = 0

[State 1304]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1304]
type=hitby
trigger1= 1
value=SCA,NP,SP,HP
time=-1
ignorehitpause=1

[State 1304]
type=hitoverride
trigger1= 1
attr=SCA,AA,AP,AT
time=-1
stateno=1304
ignorehitpause=1

[State 1304]
type=NULL;changeanim
trigger1= anim!=6005
value=6005

[State 1304]
type = SprPriority
trigger1 = IsHelper(1300)
value = 2

[State 1304]
type = SprPriority
trigger1 = IsHelper(1301)
value = 3

[State 1304]
type = SprPriority
trigger1 = IsHelper(1302)
value = 4

[State 1304]
type = SprPriority
trigger1 = IsHelper(1303)
value = 5

[State 1304]
type = HitDef
trigger1 = Time = 0
trigger1 = !MoveContact
attr = S, SP
damage = ifelse(parent,var(24)=1,20,30),5
animtype = Heavy
guardflag = MA
hitflag = MAFDP
priority = 7, Hit
pausetime = 6, 9
sparkno = s7001
guard.sparkno = S7004
sparkxy = 0, 13
hitsound=s0,10
guardsound = S0,13
p2sprpriority = -1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -18
guard.velocity = -10
airguard.velocity = -5
air.type = Low
air.velocity = -10,0
air.hittime = 8
down.bounce = 0
air.recover = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 

[State 1304, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5000)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1304, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5020)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1304, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=5080)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1304]
type = DestroySelf
trigger1 = Animtime = 0

;---------------------------------
;Gamma Wave - Helper Projectile Cancel
[Statedef 1305]
type=A
movetype=A
physics=N
sprpriority=5
ctrl=0

[State 1305]
type=changeanim
trigger1=!time&&!prevstateno
value=1305

[State 1305]
type=BindToparent
trigger1=1

[State 1305]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1305
ignorehitpause=1

[State 1305]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 1305]
type=DestroySelf
trigger1=Parent,Stateno!=[1300,1302]

;------------------------------------------
;Diving Hulk
[Statedef 1400]
type = A
movetype= A
physics = N
velset = 0,0
anim = 1400
sprpriority = 0
poweradd = 90
ctrl = ifelse(command = "gammachargeair",1,0)

[State 1400, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,12
channel=2

[State 1400, FX]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3,5
channel=1

[State 1400]
type = PlaySnd
trigger1 = MoveContact
value = 3,6

[State 1400]
type = PlaySnd
trigger1 = FrontEdgeBodyDist < 10
value = 0,13

[State 1400]
type = VelSet
trigger1 = AnimElem = 4
x = 12
y = 6

[State 1400]
type = Explod
trigger1 = FrontEdgeBodyDist < 10
anim = 7013
pos = 40,-40
postype = p1
facing = 1
sprpriority = 3
bindtime = 1
removetime = 10

[State 1400]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage=ifelse(var(25)=1,70,100),10
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 10, 7
sparkno = S7001
sparkxy = -20,-100
guard.sparkno=S7004
hitsound = S0,10
guardsound = S0,13
guard.slidetime = 15
guard.hittime = 25
guard.ctrltime = 25
guard.velocity = -7
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-6
airguard.velocity = -4,-2
air.type = Low
air.velocity = -4,-6
air.hittime = 15
air.fall = 1
fall = 1

[State 1400]
type = ChangeState
triggerall = var(20) = 20
triggerall = var(46) != 20
triggerall = p2life != 0
triggerall=ifelse(var(46)=20,power>=1000,power>=ifelse(life>=500,2000,1000))
triggerall = P2bodydist Y=[-80,80]
trigger1 = Movehit
value = 3600

[State 1400]
type = ChangeState
trigger1 = FrontEdgeBodyDist < 10
trigger2 = MoveContact
value = 1401

[State 1400]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 40
value = 1402

;---------------------------------------------------------------------------
;Diving Hulk Hit
[Statedef 1401]
type = A
movetype= A
physics = N
velset = -2,-7
anim = 1401
sprpriority = 0
ctrl = ifelse(command = "gammachargeair",1,0)

[State 1401]
type = Gravity
trigger1 = 1

[State 1401]
type = turn
triggerall = animtime >= 0
trigger1 = p2dist X <= -5

[State 1401]
type = ChangeState
triggerall = time <= 15
trigger1 = command = "gammachargeair"
value = 3600
ctrl = 0

[State 1401]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
;Diving Hulk Land
[Statedef 1402]
type = S
movetype = I
physics = S
velset = 10,0
anim = 1402
sprpriority = 0
ctrl = 0

[State 1402]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 1402]
type = turn
triggerall = animtime >= 0
trigger1 = p2dist X <= -5

[State 1402]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 1402]
type = ChangeState
trigger1 = Time >= 15
value = 11
ctrl = 1

;---------------------------------
;CHIROPRACTOR
[Statedef 1500]
type    = S
movetype= A
physics = S
anim = 1500
vel = 0,0
ctrl = 0

[State 1500, Voice]
type = PlaySnd
trigger1 = !Time
value = 2,11
channel=2

[State 1500]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,5

[State 1500]
type = VelSet
trigger1 = Time = [7,15]
x = 6
y = -7

[State 1500]
type = VelAdd
trigger1 = Time = [16,18]
x = 0
y = 0

[State 1500]
type = VelAdd
trigger1 = Time >= 19
x = 0
y = .6

[State 1500]
type = StateTypeSet
trigger1 = animelem = 3
StateType = A
physics = N

[State 1500]
type = Explod
Anim =7008;;; 7013
ID =7008;;; 7013
trigger1 = Time = 5
postype = P1
pos = 0,30
bindTime =1
sprpriority = 2
ownpal = 1

[State 1500]
type = HitDef
trigger1 = AnimElem = 1
attr = A, ST
hitflag = AF 
guardflag = 
damage = 0 
getpower = 0
priority = 6, Hit 
pausetime = 0,10
snap = -40, 0, 0, 1 ; Bind target for 1 frame
sparkno=S7007
sparkxy = 40,-130
hitsound = s800,0    
p1facing = ifelse (command = "holdback", -1, 1) 
p2facing = 1         
p1stateno = 1501      
p2stateno = 1503          
fall = 1   
kill = 0
fall.kill = 0
          
[State 1500]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
value = 52
ctrl = 1

;------------------------
;CHIROPRACTOR GRAB
[Statedef 1501]
type    = A
movetype= A
physics = S
anim = 1501
vel = 0,0
ctrl = 0

[State 1501, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 =(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 1501, Voice]
type = PlaySnd
trigger1 = Time = 0
value = 2,ifelse(random>=500,70,72)
channel=2

[State 1501]
type = PosAdd
trigger1 = Time = 0
x = 43

[State 1501]
type = VelSet
trigger1 = Time = [0,12]
x = 0
y = 0

[State 1501]
type = VelAdd
trigger1 = Time >= 13
x = 0
y = .6

[State 1501]
type = TargetBind
trigger1 = AnimElem = 1
pos = 65, -150
time = 5

[State 1501]
type = SprPriority 
trigger1 = AnimElem = 1
value = 0

[State 1501]
type = TargetBind
trigger1 = AnimElem = 2
pos = 10, -140
time = 3

[State 1501]
type = SprPriority 
trigger1 = AnimElem = 2
value = 0

[State 1501]
type = TargetBind
trigger1 = AnimElem = 3
pos = 0, -170
time = 8

[State 1501]
type = TargetBind
trigger1 = AnimElem = 4
pos = 0, -170
time = 7

[State 1501]
type = Explod
trigger1 = AnimElem = 3
anim =11501;; 7043
pos = 0,0
postype = p1
facing = 1
sprpriority = 5
bindtime = -1
removetime = 15

[State 1501]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1502
ctrl = 0

;-------------------------
;CHIROPRACTOR LAND
[Statedef 1502]
type    = S
movetype= A
physics = S
anim = 1502
vel = 0,0
ctrl = 0

[State 1502]
type = PlaySnd
trigger1 = Time = 0
value =1,31
channel=0

[State 1502, Voice]
type = PlaySnd
trigger1 = Animelem = 2
value = 2,71
channel=2

[State 1502, Voice]
type = PlaySnd
trigger1 = AnimElem = 7,=8
value = 2,14
channel=2

[State 1502, FX]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0,2
channel=1

[State 1502]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1502]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1502]
type = Explod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
anim =11502
pos = -1,0
postype = p1
facing = 1
sprpriority = -5
bindtime = -1
removetime = 4

[State 1502]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
anim =11502
pos = -1,-9
postype = p1
facing = 1
sprpriority = -5
bindtime = -1
removetime = 4

[State 1502]
type = Explod
trigger1 = AnimElem = 5
anim =11502
pos = -1,-12
postype = p1
facing = 1
sprpriority = -5
bindtime = -1
removetime = 4

[State 1502]
type = Explod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
anim =11501
pos = 0,51
postype = p1
facing = 1
sprpriority = 5
bindtime = -1
removetime = 4

[State 1502]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
anim =11501
pos = 0,46
postype = p1
facing = 1
sprpriority = 5
bindtime = -1
removetime = 4

[State 1502]
type = Explod
trigger1 = AnimElem = 5
anim =11503
pos = 0,46
postype = p1
facing = 1
sprpriority = 5
bindtime = -1
removetime = 4

[State 1502]
type = TargetBind
trigger1 = AnimElem = 1
pos = 0, -105
time = 4

[State 1502]
type = TargetBind
trigger1 = AnimElem = 2
pos = 0, -110
time = 4

[State 1502]
type = TargetBind
trigger1 = AnimElem = 3
pos = 0, -105
time = 4

[State 1502]
type = TargetBind
trigger1 = AnimElem = 4
pos = 0, -110
time = 4

[State 1502]
type = TargetBind
trigger1 = AnimElem = 5
pos = 0, -113
time = 4

[State 1502]
type = TargetBind
trigger1 = AnimElem = 6
pos = 30, -120
time = 8

[State 1502]
type = TargetBind
trigger1 = AnimElem = 7
pos = 175, -55
time = 1

[State 1502]
type = TargetState
trigger1 = AnimElem = 7,=4
value = 1505

[State 1502]
type = TargetLifeAdd
trigger1 = AnimElem = 1,=4
value = -30
persistent = 0

[State 1502]
type = TargetLifeAdd
trigger1 = AnimElem = 7,=4
value = -100
persistent = 0

[State 1502]
type=Helper
trigger1=Animelem=7
name="Sounds & FX"
Stateno=1506
ID=1506
persistent=0

[State 1502]
type=Helper
trigger1=(winko)
name="Sounds & FX"
Stateno=1999
ID=1999
persistent=0

[State 1502]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-------------------------------
;CHIROPRACTOR P2 STATE
[Statedef 1503]
type    = A
movetype= H
physics = N
ctrl = 0
poweradd = 80
sprpriority = 2

[State 1503]
type = ChangeAnim2
trigger1 = time = 0
value = 1503

[State 1503]
type = ScreenBound
trigger1 = Alive
value = 0

[State 1503]
type = ChangeState
trigger1 = AnimElem = 4,=7
value = 1504
ctrl = 0
;-------------------------------
;CHIROPRACTOR P2 STATE
[Statedef 1504]
type    = A
movetype= H
physics = N
ctrl = 0
poweradd = 80
sprpriority = 2

[State 1504]
type = ChangeAnim2
trigger1 = time = 0
value = 1504

[State 1504]
type = ScreenBound
trigger1 = Alive
value = 0

;---------------------------------
;CHIROPRACTOR P2 THROWN STATE
[Statedef 1505]
type = A
movetype = H
physics = N
sprpriority = -1

[State 1505]
type = ScreenBound
trigger1 = Alive
value = 1
movecamera = 1,1

[State 1505]
type = VelSet
trigger1 = time = [0,4]
x = -15
y = -3

[State 1505]
type = VelSet
trigger1 = time = [5,9] 
x = -15
y = 1

[State 1505]
type = VelSet
trigger1 = time >= 9
x = -10
y = 5

[State 1505]
type = ChangeAnim2
trigger1 = time = 0
value = 1505

[State 1505]
type = Gravity
trigger1 = 1

[State 1505]
type = TargetLifeAdd
trigger1 = time = 5
value = -30
persistent = 0

[State 1505]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5110

;------------------------------------
;CHIROPRACTOR - Sounds & FX Helper State
[Statedef 1506]
type = S
velset = 0,0
sprpriority = 0
anim = 9741
ctrl = 0

[State 1506]
type=PlaySnd
trigger1=P2stateno=5110
value=1,20
channel=1
persistent=0

[State 1506]
type=Explod
trigger1=NumExplod(17012)<=0
trigger1=P2stateno=5110
anim=17012
pos=0,0
postype=p2
facing=1
sprpriority=3
bindtime=1
pausemovetime=999
supermovetime=999
ID=17012
persistent=0

[State 1506]
type = EnvShake
trigger1=NumExplod(17012)>=1
trigger1=P2stateno=5110
time = 20
ampl = -6
freq = 150
persistent=0

[State 1506, Rocks]
type = helper
trigger1=P2stateno=5110
stateno = 4500
id = 4500
pos = 0,0
postype = p2
sprpriority =4
helpertype = normal
ownpal = 1
persistent=0

[State 1506]
type = DestroySelf
trigger1 =Parent,stateno=0
trigger2 =Parent,movetype=H
ignorehitpause=1

;------------------------------------
;Sounds Helper State
[Statedef 1998]
type = S
velset = 0,0
sprpriority = 0
anim = 9741
ctrl = 0

[State 1998]
type=PlaySnd
trigger1= P2stateno=150||P2stateno=152||P2stateno=154
value=1,70
volume=255
channel=1
persistent=0

[State 1998]
type = DestroySelf
trigger1 =Time>=30
ignorehitpause=1
;------------------------------------
;Winko Helper State
[Statedef 1999]
type = S
velset = 0,0
sprpriority = 0
anim = 9741
ctrl = 0

[State 1999, VarSet]
type = ParentVarSet
trigger1 =  1
v = 3
value = 0

[State 1999]
type=PlaySnd
trigger1=!Time
value=s3000,0
volume=255
persistent=0

[State 1999]
type=EnvShake
trigger1=!Time
time=14
ampl=-3
freq=160
phase=1
persistent=0

[State 1999]
type=Pause
trigger1=!Time
time=10
movetime=10
persistent=0

[State 1999, fadein from White]
type=BGPalFx
trigger1=time=0
time=25
add=255,255,255
sinadd=-255,-255,-255,150
ignorehitpause=1
persistent=0
pausemovetime=9999

[State 1999]
type = DestroySelf
trigger1 =!Time
ignorehitpause=1

;================================================================================================
;================================================================================================
;                                            HYPER ATTACKS
;================================================================================================
;================================================================================================
;Hyper Gamma Wave
[Statedef 3000]
type = S
movetype= A
physics = S
ctrl = 0
anim =3000
sprpriority = -5

[State 3000, Voice]
type = PlaySnd
trigger1 = Time=2
value =2,36
channel=2

[State 3000]
type=SuperPause
trigger1=Time=7
time=40
;movetime=2
sound =S2000,0
anim =S5999
pos=-55,-70
poweradd=-1000
darken=1
p2defmul=1
unhittable=1

[State 3000]
type=SuperPause
trigger1=Time=7
time=40
anim =S5999
pos=48,-65

[State 3000, Face]
type = Explod
trigger1 = Time = 7
anim = 9000
postype = back
pos = 0,0
sprpriority = 3
bindtime = 180
removetime = 40
supermove = 1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
ID = 9000

[State 3000]
type = NotHitBy
trigger1 = P2bodydist x>=0
trigger1 = 1
value = SCA,NA,SA,AP
time = 1

[State 3000]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 3000]
type = VarSet
trigger1 = Time = 0
trigger1 = prevstateno=[200,599]
v = 24
value = 1

[State 3000]
type=varset
trigger1=time=0&&var(25)=2
v=25
value=3

[State 3000]
type=varset
trigger1=time=2&&var(25)=1
v=25
value=2

[State 3000]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
ctrl = 0
;---------------------------------------
;HYPER GAMMA WAVE
[Statedef 3001]
type    = S
movetype= A
physics = S
anim = 3001
SprPriority = -5
velset = 0
ctrl = 0

[State 3001]
type = NotHitBy
trigger1 = P2bodydist x>=0
trigger1 = Time<=5
value = SCA,NA,SA,AP
time = 1

[State 3001]
type = NotHitBy
trigger1 = P2bodydist x>=0
trigger1 = 1
value = ,AT
time = 1

[State 3001, Voice]
type = PlaySnd
trigger1 = !Time
value =2,50
channel=2

[State 3001]
type = ScreenBound
trigger1 = Alive
value = 0

[State 3001]
type=Explod
Anim=6052
trigger1=Time=0
postype=P1
pos =0,0
bindTime=1
sprpriority=-2
removeongethit=1
ownpal=1

[State 3001]
type = Explod
Anim = 6053
trigger1 = Time = 6
postype = P1
pos = 110, 20
bindTime = 1;45
sprpriority = 5
removeongethit = 1
ownpal = 1

[State 3001]
type = Explod
Anim = 6053
trigger1 = Time = 16
postype = P1
pos = 185, 20
bindTime = 1;45
sprpriority = 5
ownpal = 1

[State 3001]
type = Explod
Anim = 6053
trigger1 = Time = 26
postype = P1
pos = 260, 20
bindTime = 1;45
sprpriority = 5
ownpal = 1

[State 3001]
type = Explod
Anim = 6053
trigger1 = Time = 36
postype = P1
pos = 335, 20
bindTime = 1;45
sprpriority = 5
ownpal = 1

[State 3001]
type = Explod
Anim = 6053
trigger1 = Time = 46
postype = P1
pos = 410, 20
bindTime = 1;45
sprpriority = 5
ownpal = 1

[State 3001]
type = Explod
Anim = 6053
trigger1 = Time = 56
postype = P1
pos = 485, 20
bindTime = 1;45
sprpriority = 5
ownpal = 1

[State 3001]
type = Explod
Anim = 6053
trigger1 = Time = 66
postype = P1
pos = 560, 20
bindTime = 1;45
sprpriority = 5
ownpal = 1

[State 3001]
type = Explod
Anim = 6053
trigger1 = Time = 76
postype = P1
pos = 635, 20
bindTime = 1;45
sprpriority = 5
ownpal = 1

[State 3001]
type = Explod
Anim = 6053
trigger1 = Time = 86
postype = P1
pos = 710, 20
bindTime = 1;45
sprpriority = 5
ownpal = 1

[State 3001]
type = Explod
Anim = 6053
trigger1 = Time = 96
postype = P1
pos = 785, 20
bindTime = 1;45
sprpriority = 5
ownpal = 1

[State 3001]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 3001] 
type = EnvShake
trigger1=animelemtime(1)>=0
trigger1=animelemtime(24)<=0
trigger1=(Time%19)=0
time=20
ampl=-4
freq=100

[State 3001]
type = Helper
trigger1 = Time = 2
Stateno = 3002
id = 3000
pos = 60, -15

[State 3001]
type = Helper
trigger1 = Time = 12
Stateno = 3002
id = 3001
pos = 120, -15

[State 3001]
type = Helper
trigger1 = Time = 21
Stateno = 3002
id = 1302
pos = 180, -15

[State 3001]
type = Helper
trigger1 = Time = 31
Stateno = 3002
id = 3003
pos = 240, -15

[State 3001]
type = Helper
trigger1 = Time = 41
Stateno = 3002
id = 3004
pos = 300, -15

[State 3001]
type = Helper
trigger1 = Time = 50
Stateno = 3002
id = 3005
pos = 360, -15

[State 3001]
type = Helper
trigger1 = Time = 60
Stateno = 3002
id = 3006
pos = 410, -15

[State 3001]
type = Helper
trigger1 = Time = 69
Stateno = 3002
id = 3007
pos = 460, -15

[State 3001]
type = Helper
trigger1 = Time = 79
Stateno = 3002
id = 3008
pos = 510, -15

[State 3001]
type = Helper
trigger1 = Time = 89
Stateno = 3002
id = 3008
pos = 560, -15

[State 3001]
type = Helper
trigger1 = Time = 98
Stateno = 3002
id = 3008
pos = 610, -15

[State 3001]
type = Helper
trigger1 = Time = 108
Stateno = 3002
id = 3009
pos = 650, -15

[State 3001]
type = Helper
trigger1 = Time = 117
Stateno = 3002
id = 3009
pos = 710, -15

[State 3001]
type=NotHitBy
triggerall=p2bodydist X>=1
trigger1=time>=2
value=,NP,SP

[State 3001]
type=Helper
trigger1=(winko)
name="Sounds & FX"
Stateno=3005
ID=3005
persistent=0

[State 3001]
type = ChangeState
triggerall = time >= 70
triggerall = Time <= 80
trigger1 = enemy(0),BackEdgeDist < 10
value = 3003
ctrl = 0

[State 3001]
type = ChangeState
triggerall = time >= 60
trigger1 = p2stateno != [5000,5999]
value = 3003
ctrl = 0

[State 3001]
type = ChangeState
trigger1 = (p2stateno = [5000,5110])
trigger1 = AnimTime = 0
trigger1 = !(Winko)
value = 100
ctrl = 1

[State 3001, Winko]
type = ChangeState
triggerall = Time >= 100
trigger1 = (Winko)
trigger2 = p2stateno = 5120
value = ifelse(p2stateno=0,11,100)
ctrl = 1

[State 3001]
type = ChangeState
triggerall = p2stateno != [5000,5999]
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------
;HYPER GAMMA WAVE(rock)
[Statedef 3002]
type    = A
movetype= A
physics = S
juggle  = 5 
SprPriority = 5
velset = 0,0
anim = 3002
ctrl = 0

[State 3002]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3002]
type=hitby
trigger1= 1
value=SCA,NP,SP,HP
time=-1
ignorehitpause=1

[State 3002]
type=hitoverride
trigger1= 1
attr=SCA,AA,AP,AT
time=-1
stateno=3002
ignorehitpause=1

[State 3002, FX]
type =PlaySnd
trigger1 = !Time
value = 1,53
channel=1

[State 3002]
type=NULL;changeanim
trigger1= anim!=3002
value=3002

[State 3002]
type = SprPriority
trigger1 = IsHelper(3000)
value = -4

[State 3002]
type = SprPriority
trigger1 = IsHelper(3001)
value = -3

[State 3002]
type = SprPriority
trigger1 = IsHelper(3002)
value = -2

[State 3002]
type = SprPriority
trigger1 = IsHelper(3003)
value = -1

[State 3002]
type = SprPriority
trigger1 = IsHelper(3004)
value = 0

[State 3002]
type = SprPriority
trigger1 = IsHelper(3005)
value = 1

[State 3002]
type = SprPriority
trigger1 = IsHelper(3006)
value = 2

[State 3002]
type = SprPriority
trigger1 = IsHelper(3007)
value = 3

[State 3002]
type = SprPriority
trigger1 = IsHelper(3008)
value = 4

[State 3002]
type = SprPriority
trigger1 = IsHelper(3009)
value = 5

[State 3002]
type = HitDef
trigger1 = Time = 0
trigger1 = !MoveContact
attr = S, HP
damage = Ifelse(parent,var(24)=1,21,25),5
animtype = Hard
air.animtype = Hard
guardflag = MA
hitflag = MAFP
priority = 6, Hit
pausetime = 6, 9
getpower = 0
sparkno = s7001
sparkxy = -25, -80
guard.sparkno = S7004
hitsound = S0,10
guardsound = S0,13
guard.slidetime = 15
guard.hittime = 35
guard.ctrltime = 35
guard.velocity = -10
p2sprpriority = -5
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -18,-2
airguard.velocity = -5
air.type = Low
air.velocity = -18,0
air.hittime = 20
down.bounce = 0
air.fall = 1
air.recover = 0
fall = 1
fall.recover = 0
fall.recovertime = 40
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 

[State 3002, EnvColor]
type = EnvColor
trigger1= movehit && numtarget
trigger1= !(target,time) && target,movetype=H
value = 255,255,255
time = 1
under = 0
ignorehitpause = 1

[State 3002]
type = DestroySelf
trigger1 = Animtime = 0
;---------------------------------------
;HYPER GAMMA WAVE END(P1 state)
[Statedef 3003]
type    = S
movetype= A
physics = S
anim = 3003
SprPriority = 0
velset = 0
ctrl = 0

[State 3003]
type = ScreenBound
trigger1 = Alive
value = 0

[State 3003]
type = ChangeState
triggerall = P2BodyDist X >= 300
trigger1 = AnimTime = 0
value = 100
ctrl = 1

[State 3003]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;Winko Helper State
[Statedef 3005]
type = S
velset = 0,0
sprpriority = 0
anim = 9741
ctrl = 0

[State 3005]
type=PlaySnd
trigger1=!Time
value=s3000,1
volume=255
persistent=0

[State 3005]
type=EnvShake
trigger1=!Time
time=14
ampl=-5
freq=160
phase=1
persistent=0
pausemovetime=10

[State 3005]
type=Pause
trigger1=!Time
time=10
movetime=10
persistent=0

[State 3005, fadein from black]
type=BGPalFX
trigger1=!Time
time=35
add=-256,-256,-256
sinadd=256,256,256,150
ignorehitpause=1
persistent=0

[State 3005]
type = DestroySelf
trigger1 =!Time
ignorehitpause=1
;-----------------------------------------
;Gamma Crush
[Statedef 3100]
type = S
movetype= A
physics = S
ctrl = 0
vel = 0,0
anim=3100
sprpriority = 0

[State 3100]
type =null; ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 3100
value = 3100

[State 3100]
type=VarSet
trigger1=var(22)=1
v=24
value=1

[State 3100]
type=varset
trigger1=time=0&&var(25)=2
v=25
value=3

[State 3100]
type=varset
trigger1=time=2&&var(25)=1
v=25
value=2

[State 3100]
type=NotHitBy
trigger1=p2bodydist x >=0
trigger1=1
value=,NA,SA,NP,SP,AT
time=1

[State 3100, FX]
type = PlaySnd
trigger1 = Time = 15
value = 1,36
channel=1

[State 3100, Voice]
type = PlaySnd
trigger1 = Time = 3
value = 2,47
channel=2

[State 3100]
type=SuperPause
trigger1=Animelem=6
time=44
sound=S2000,0
anim=S5999
pos=-92,-17
poweradd=-1000
darken=1
p2defmul=1
unhittable=1

[State 3100]
type=explod
trigger1=Animelem=6
anim=5999
pos=80,-17
facing=-1
bindtime=-1
sprpriority=4
supermovetime=999
pausemovetime=999

[State 3100, Face]
type = Explod
trigger1 = Time = 6
anim = 9000
postype = back
pos = 0,0
sprpriority = 3
bindtime = 180
removetime = 35
supermove = 1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
ID = 9000

[State 3100]
type = ChangeState
trigger1 = AnimTime = 0
value = 3101
ctrl = 0

;--------------------------------
;Gamma Crush Up
[Statedef 3101]
type = S
movetype= A
physics = S
anim=3101
ctrl = 0
sprpriority = 0

[State 3101, Voice]
type = PlaySnd
trigger1 = Movehit=1
value = 2,46
channel=2
persistent=0
ignorehitpause=1

[State 3101, Voice]
type = PlaySnd
trigger1 = Movehit=0
trigger1 = Time=11
value = 2,46
channel=2
persistent=0
ignorehitpause=1

[State 3101]
type = ScreenBound
trigger1 = Alive
value = 0

[State 3100]
type=Posadd
trigger1=p2stateno=429
trigger1=time=0
x=ifelse(p2bodydist x>=60,45,ifelse(p2bodydist x>=40,35,25))

[State 3101]
type = VelSet
trigger1 = Animelem = 3
y = -24

[State 3101]
type = Veladd
trigger1 = Time >= 3
x = 3

[State 3101]
type = Explod
Anim =6018
triggerall=command!="holdback"
trigger1 = Time = 0
postype = p1
pos = 0,0
vel = ifelse(command="holdfwd",11,6),0
bindTime = 1
removetime = 22
sprpriority = -5
ownpal = 1

[State 3101]
type = helper
trigger1 = time = 0
name = "Shadow"
id = 3109
pos = 0,0
postype = p1
stateno = 3109
helpertype = normal
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 3101]
type=NotHitBy
trigger1=1
value=,NA,SA,NP,SP,AT
time=1

[State 3101]
type = HitDef
trigger1 = AnimElem = 1
animtype = UP
air.animtype = UP
priority = 7,Hit
attr=A,HA
damage=ifelse(var(22)=1,40,60),7
getpower = 0
guardflag = MA
hitflag = MAFD
pausetime = 10,10
sparkno = S7002
sparkxy = -5,-55 -100*(P2statetype=A)
hitsound = S0,10
guard.sparkno = S7004
guardsound = s0,13
guard.pausetime = 15, 10
guard.ctrltime = 35
ground.type = High
ground.slidetime = 7
ground.hittime = 30
ground.velocity = -2,-15
air.velocity = -2,-12
air.fall = 1
fall = 1
fall.recover = 0
fall.recovertime = 85
yaccel = .8
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
id=3101

[State 3101, EnvColor]
type =EnvColor
trigger1= movehit && numtarget
trigger1= !(target,time) && target,movetype=H
value = 255,255,255
time = 1
under = 0
ignorehitpause = 1

[State 3101]
type=Changestate
triggerall=Command="holdfwd"
triggerall=movehit&&numtarget
trigger1=target,movetype=H&&target,vel y > 0
trigger1=Animelemtime(10)>=10
value=3103

[State 3101]
type=Changestate
triggerall=Command="holdfwd"
trigger1=numtarget(3101)<=0
trigger1=Animelemtime(10)=22
value=3103

[State 3101]
type=Changestate
triggerall=Command="holdback"
triggerall=movehit&&numtarget
trigger1=target,movetype=H&&target,vel y > 0
trigger1=Animelemtime(10)>=10
value=3104

[State 3101]
type=Changestate
triggerall=Command="holdback"
trigger1=numtarget(3101)<=0
trigger1=Animelemtime(10)=22
value=3104

[State 3101]
type=Changestate
triggerall=movehit&&numtarget
trigger1=target,movetype=H&&target,vel y > 0
trigger1=Animelemtime(10)>=10
value=3102

[State 3101]
type=Changestate
trigger1=numtarget(3101)<=0
trigger1=Animelemtime(10)>=22
value=3102

;--------------------------------
;Gamma Crush Down
[Statedef 3102]
type = A
movetype= A
physics = S
anim=3102
ctrl = 0
sprpriority = 0

[State 3102]
type = ScreenBound
trigger1 = Alive
value = 0

[State 3102]
type=Posadd
trigger1=time=0
y=-(floor(screenpos y))-100

[State 3102]
type=Explod
Anim=6014
trigger1=Pos Y >=-65
postype=p1
pos=30,65
bindTime=1
removetime=61
sprpriority=5
ownpal=1

[State 3102]
type = VarSet
trigger1=movehit
v=44
value=1

[State 3102]
type = VarSet
triggerall=time>=0
trigger1=hitcount>=7
trigger2=p2bodydist X !=[-50,100]
trigger3=p2bodydist Y !=[-80,80]
v=44
value=0

[State 3102]
type = VelSet
trigger1=Animelem=1
x = 0
y = 23

[State 3102]
type = VelSet
triggerall=var(44)=1
trigger1 = Animelem = 3
x = 0
y = 4

[State 3102]
type = VelSet
triggerall = Animelem = 3
trigger1=var(44)=0
x = 0
y = 23

[State 3102]
type = Explod
Anim =6018
trigger1 = Time = 0
postype = p1
pos = -10,504
vel = 3, 0
bindTime = 3
removetime = 24
sprpriority = -5
ownpal = 1

[State 3102]
type=Helper
trigger1=1
stateno=3108
id=3108
helpertype=Normal
name="projectile cancel"
postype=p1
pos=0,0
keyctrl=0
ownpal=1
ignorehitpause=0
persistent=0

[State 3102]
type=NotHitBy
trigger1=1
value=,NA,SA,NP,SP,AT
time=1

[State 3102]
type = HitDef
trigger1=time=0
trigger1=1
attr = A,HA
damage=ifelse(var(22)=1,180,ifelse(var(22)=2,100,240)),5
animtype = UP
air.animtype = UP
guardflag = MA
hitflag = MAFD
priority = 7,Hit
getpower = 0
pausetime = 13,13
guard.pausetime = 4,4
sparkno = s7002
sparkxy = -35,50
guard.sparkno = S7004
hitsound = S0,10
guardsound = s0,13
guard.ctrltime = 50
ground.type = High
ground.slidetime = 11
ground.hittime = 15
ground.velocity = -4,-8
;ground.slidetime = 11
;ground.hittime = 15
;ground.velocity = -4,-16
airguard.velocity = -5,-3
air.type = High
yaccel = .6
air.velocity = -4,-18
air.hittime = 20
fall = 1
fall.recover = 0
fall.recovertime = 35
ID=3102

[State 3102]
type=NULL;;helper
trigger1=movehit&&numtarget&&numhelper(6017)<1
trigger1=!(target,time)&&(target,movetype=H)
helpertype=normal
stateno=3110
ID=3110
name="flames"
postype=p2
bindtime=1000
ownpal=1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 3102, Flames]
type=helper
trigger1=movehit&&numtarget&&numhelper(16017)<1
trigger1=!(target,time)&&(target,movetype=H)
helpertype=normal
stateno=4755
ID=4755
name="flames"
postype=p2
bindtime=1000
ownpal=1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 3102, EnvColor]
type =EnvColor
trigger1= movehit && numtarget
trigger1= !(target,time) && target,movetype=H
value = 255,255,255
time = 1
under = 0
ignorehitpause = 1

[State 3102]
type = ChangeState
trigger1 = Pos Y >=-60
trigger1 = Vel Y > 0
value = 3105

;--------------------------------
;Gamma Crush Down Front
[Statedef 3103]
type = A
movetype= A
physics = S
anim=3103
ctrl = 0
sprpriority = 0

[State 3103]
type = ScreenBound
trigger1 = Alive
value = 0

[State 3103]
type=Posadd
trigger1=time=0
y=-(floor(screenpos y))-100

[State 3103]
type = Explod
Anim =6014
trigger1 = Pos Y >= -65
postype = p1
pos = 30,65
bindTime = 1
removetime = 61
sprpriority = 5
ownpal = 1

[State 3103]
type = PosSet
trigger1 = alive
x = frontedgedist = 10

[State 3102]
type = VarSet
trigger1=movehit
v=44
value=1

[State 3102]
type = VarSet
triggerall=time>=0
trigger1=hitcount>=7
trigger2=p2bodydist X !=[-70,100]
trigger3=p2bodydist Y !=[-80,80]
v=44
value=0

[State 3102]
type = VelSet
trigger1 = Animelem =1
x = 5
y = 23

[State 3102]
type = VelSet
triggerall=var(44)=1
trigger1 = Animelem = 3
x = 5
y = 2.5

[State 3102]
type = VelSet
triggerall = Animelem = 3
trigger1=var(44)=0
x = 5
y = 23

[State 3103]
type=Helper
trigger1=1
stateno=3108
id=3108
helpertype=Normal
name="projectile cancel"
postype=p1
pos=0,0

[State 3103]
type = HitDef
trigger1=time=0
trigger1=1
attr = A,HA
damage=ifelse(var(22)=1,180,ifelse(var(22)=2,100,240)),5
animtype = UP
air.animtype = UP
guardflag = MA
hitflag = MAFD
priority = 7,Hit
pausetime =13,13
guard.pausetime = 4,4
getpower = 0
sparkno = s7002
sparkxy = -35,50
guard.sparkno = S7004
hitsound = S0,10
guardsound = s0,13
guard.ctrltime = 50
ground.type = High
ground.slidetime = 11
ground.hittime = 15
ground.velocity = -4,-8
airguard.velocity = -5,-3
air.type = High
yaccel = .6
air.velocity = -4,-18
air.hittime = 20
fall = 1
fall.recover = 0
fall.recovertime = 35

[State 3103]
type=null;;helper
trigger1=movehit&&numtarget&&numhelper(6017)<1
trigger1=!(target,time)&&(target,movetype=H)
helpertype=normal
stateno=3110
ID=3110
name="flames"
postype=p2
bindtime=1000
ownpal=1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 3103]
type=helper
trigger1=movehit&&numtarget&&numhelper(16017)<1
trigger1=!(target,time)&&(target,movetype=H)
helpertype=normal
stateno=4755
ID=4755
name="flames"
postype=p2
bindtime=1000
ownpal=1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 3103, EnvColor]
type =EnvColor
trigger1= movehit && numtarget
trigger1= !(target,time) && target,movetype=H
value = 255,255,255
time = 1
under = 0
ignorehitpause = 1

[State 3103]
type = ChangeState
trigger1 = Pos Y >=-60
trigger1 = Vel Y > 0
value = 3106

;--------------------------------
;Gamma Crush Down Back
[Statedef 3104]
type = A
movetype= A
physics = S
ctrl = 0
sprpriority = 0

[State 3104]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 3104
value = 3104

[State 3104]
type = ScreenBound
trigger1 = Alive
value = 0

[State 3104]
type=Posadd
trigger1=time=0
y=-(floor(screenpos y))-100

[State 3103]
type = Explod
Anim =16014
trigger1 = Pos Y >=-65
postype = p1
pos = -20,65
bindTime = 1
removetime = 61
sprpriority = 5
ownpal = 1

[State 3104]
type = PosSet
trigger1 = alive
x = frontedgedist = 10

[State 3104]
type = VarSet
trigger1=movehit
v=44
value=1

[State 3104]
type = VarSet
triggerall=time>=0
trigger1=hitcount>=7
trigger2=p2bodydist X !=[-70,100]
trigger3=p2bodydist Y !=[-80,80]
v=44
value=0

[State 3104]
type = VelSet
trigger1 = Animelem =1
x = -5
y = 23

[State 3102]
type = VelSet
triggerall=var(44)=1
trigger1 = Animelem = 3
x = -5
y = 2.5

[State 3102]
type = VelSet
triggerall = Animelem = 3
trigger1=var(44)=0
x = -5
y = 23

[State 3104]
type=Helper
trigger1=1
stateno=3108
id=3108
helpertype=Normal
name="projectile cancel"
postype=p1
pos=0,0
keyctrl=0
ownpal=1
ignorehitpause=0
persistent=0

[State 3104]
type=NotHitBy
trigger1=1
value=,NA,SA,NP,SP,AT
time=1

[State 3104]
type = HitDef
trigger1=time=0
trigger1=1
attr = A,HA
damage=ifelse(var(22)=1,180,ifelse(var(22)=2,100,240)),5
animtype = UP
air.animtype = UP
guardflag = MA
hitflag = MAFD
priority = 7,Hit
pausetime =13,13
guard.pausetime = 4,4
getpower = 0
sparkno = s7002
sparkxy = -35,50
guard.sparkno = S7004
hitsound = S0,10
guardsound = s0,13
guard.ctrltime = 50
ground.type = High
ground.slidetime = 11
ground.hittime = 15
ground.velocity = -4,-8
airguard.velocity = -5,-3
air.type = High
yaccel = .6
air.velocity = -4,-18
air.hittime = 20
fall = 1
fall.recover = 0
fall.recovertime = 35

[State 3104]
type=null;;helper
trigger1=movehit&&numtarget&&numhelper(6017)<1
trigger1=!(target,time)&&(target,movetype=H)
helpertype=normal
stateno=3110
ID=3110
name="flames"
postype=p2
bindtime=1000
ownpal=1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 3104]
type=helper
trigger1=movehit&&numtarget&&numhelper(16017)<1
trigger1=!(target,time)&&(target,movetype=H)
helpertype=normal
stateno=4755
ID=4755
name="flames"
postype=p2
bindtime=1000
ownpal=1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 3104, EnvColor]
type =EnvColor
trigger1= movehit && numtarget
trigger1= !(target,time) && target,movetype=H
value = 255,255,255
time = 1
under = 0
ignorehitpause = 1

[State 3104]
type = ChangeState
trigger1 = Pos Y >=-60
trigger1 = Vel Y > 0
value = 3107

;--------------------------------
;Gamma Crush Land
[Statedef 3105]
type = A
movetype= I
physics = S
anim = 3105
vel = 0,0
ctrl = 0
sprpriority = 0

[State 3105]
type = PlaySnd
trigger1 = Time = 0
value =1,32
channel=0

[State 3105]
type = VelSet
trigger1 = Time = [0,13]
x = 0
y = 0

[State 3105]
type = VelSet
trigger1 = Time = [14,26]
x = -4
y = -5

[State 3105]
type = VelAdd
trigger1 = Time = [27,30]
x = -2
y = 0

[State 3105]
type = VelAdd
trigger1 = Time >= 31
x = -2
y = 1

[State 3105]
type=EnvShake
trigger1=Time=0
time=35
ampl=-8
freq=100
phase=-1

[State 3105]
type=NotHitBy
trigger1=1
value=,AT
time=1

[State 3105]
type = ChangeState
trigger1 = Pos Y >= -5
trigger1 = Vel Y > 0
value = 101

;--------------------------------
;Gamma Crush Land
[Statedef 3106]
type = A
movetype= I
physics = S
anim = 3106
vel = 0,0
ctrl = 0
sprpriority = 0

[State 3106]
type = PlaySnd
trigger1 = Time = 0
value =1,32
channel=0

[State 3106]
type = VelSet
trigger1 = Time = [0,13]
x = 0
y = 0

[State 3106]
type = VelSet
trigger1 = Time = [14,26]
x = -4
y = -5

[State 3106]
type = VelAdd
trigger1 = Time = [27,30]
x = -2
y = 0

[State 3106]
type = VelAdd
trigger1 = Time >= 31
x = -2
y = 1

[State 3106]
type=EnvShake
trigger1=Time=0
time=35
ampl=-8
freq=100
phase=-1

[State 3106]
type=NotHitBy
trigger1=1
value=,AT
time=1

[State 3106]
type = ChangeState
trigger1 = Pos Y >= -5
trigger1 = Vel Y > 0
value = 101

;--------------------------------
;Gamma Crush Land
[Statedef 3107]
type = A
movetype= I
physics = S
anim = 3107
vel = 0,0
ctrl = 0
sprpriority = 0

[State 3107]
type = PlaySnd
trigger1 = Time = 0
value =1,32
channel=0

[State 3107]
type = VelSet
trigger1 = Time = [0,13]
x = 0
y = 0

[State 3107]
type = VelSet
trigger1 = Time = [14,26]
x = 4
y = -5

[State 3107]
type = VelAdd
trigger1 = Time = [27,30]
x = 2
y = 0

[State 3107]
type = VelAdd
trigger1 = Time >= 31
x = 2
y = 1

[State 3107]
type=EnvShake
trigger1=Time=0
time=35
ampl=-8
freq=100
phase=-1

[State 3107]
type=NotHitBy
trigger1=1
value=,AT
time=1

[State 3107]
type = ChangeState
trigger1 = Pos Y >= -5
trigger1 = Vel Y > 0
value = 101

;---------------------------------
;Gamma Crush - Helper Projectile Cancel
[Statedef 3108]
type=A
movetype=A
physics=N
;anim=3108
sprpriority=5
ctrl=0

[State 3108]
type=changeanim
triggerall=parent,stateno=3102
trigger1=!time&&!prevstateno
value=3108

[State 3108]
type=changeanim
triggerall=parent,stateno=3103
trigger1=!time&&!prevstateno
value=3109

[State 3108]
type=changeanim
triggerall=parent,stateno=3104
trigger1=!time&&!prevstateno
value=3110

[State 3108]
type=BindToparent
trigger1=1

[State 3108]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3108
ignorehitpause=1

[State 3108]
type=hitby
trigger1=1
time=-1
value=SCA,AA,AP,AT
ignorehitpause=1

[State 3108]
type=DestroySelf
trigger1=Parent,Stateno!=[3101,3104]

;--------------------------------------------------------------
:Shadow Helper
[Statedef 3109]
anim = 6018

[State 3109]
type = BindToParent
triggerall = parent,stateno=3101
trigger1 = 1
time = -1
pos = 0,-1 * parent,pos Y

[State 3109]
type = BindToParent
triggerall = parent,stateno=[3105,3107]
trigger1 = 1
time = -1
pos = 0,-1 * parent,pos Y

[State 3109]
type = BindToParent
triggerall = parent,stateno=3102
trigger1 = 1
time = -1
pos = 50,-1 * parent,pos Y

[State 3109]
type = BindToParent
triggerall = parent,stateno=3103
trigger1 = 1
time = -1
pos = 80,-1 * parent,pos Y

[State 3109]
type = BindToParent
triggerall = parent,stateno=3104
trigger1 = 1
time = -1
pos = -80,-1 * parent,pos Y

[State 3109]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3109]
type = SprPriority
trigger1 = 1
value = -2

[State 3109]
type = Destroyself
trigger1 = parent, stateno!=[3101,3107]

;---------------------------
;Gamma Crush P2 Flames FX
[Statedef 3110]
physics=N
velset=0,0
anim=9741
sprpriority=4

[State 3110]
type=assertspecial
trigger1=1
flag=noshadow
ignorehitpause=1

[State 3110]
type=explod
trigger1=root,stateno=[3102,3104]
trigger1=time=0
anim=6017
ID=6017
sprpriority=5
postype=p2
pos=(enemynear,const(size.mid.pos.x))+20,(enemynear,const(size.mid.pos.y))+60
facing=-1
removetime=58
bindtime=-1
scale=1,1
ownpal=1
pausemovetime=999
supermovetime=999

[State 3110]
type=explod
trigger1=root,stateno=[3102,3104]
trigger1=time=0
anim=6017
ID=16017
sprpriority=5
postype=p2
pos=(enemynear,const(size.mid.pos.x))+40,(enemynear,const(size.mid.pos.y))+110
facing=-1
removetime=58
bindtime=-1
scale=1,1
ownpal=1
pausemovetime=999
supermovetime=999

[State 3110]
type=explod
trigger1=root,stateno!=[3102,3104]
trigger1=time=0
anim=6017
ID=6017
sprpriority=5
postype=p2
pos=(enemynear,const(size.mid.pos.x))+20,(enemynear,const(size.mid.pos.y))+60
facing=-1
removetime=88
bindtime=-1
scale=1,1
ownpal=1
pausemovetime=999
supermovetime=999

[State 3110]
type=explod
trigger1=root,stateno!=[3102,3104]
trigger1=time=0
anim=6017
ID=16017
sprpriority=5
postype=p2
pos=(enemynear,const(size.mid.pos.x))+40,(enemynear,const(size.mid.pos.y))+110
facing=-1
removetime=88
bindtime=-1
scale=1,1
ownpal=1
pausemovetime=999
supermovetime=999

[State 3110]
type=posadd
trigger1=1
x=ceil(p2dist x)
y=ceil(p2dist y)

[State 3110]
type=destroyself
trigger1=time>=100

;-----------------------------------------
;Gamma Crush lvl2
[Statedef 3150]
type = S
movetype= A
physics = S
ctrl = 0
vel = 0,0
anim=3100
sprpriority = 0

[State 3150]
type =null; ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 3150
value = 3150

[State 3150]
type=VarSet
trigger1=Time=0
trigger1=var(22)=1
v=24
value=1

[State 3150]
type=varset
trigger1=time=0&&var(25)=2
v=25
value=3

[State 3150]
type=varset
trigger1=time=2&&var(25)=1
v=25
value=2

[State 3150]
type=NotHitBy
trigger1=p2bodydist x >=0
trigger1=1
value=,NA,SA,NP,SP,AT
time=1

[State 3150, FX]
type = PlaySnd
trigger1 = Time = 15
value = 1,36
channel=1

[State 3150, Voice]
type = PlaySnd
trigger1 = Time = 3
value = 2,47
channel=2

[State 3150]
type=SuperPause
trigger1=Animelem=6
time=40
sound=S2000,0
anim=S5999
pos=-92,-17
poweradd=-2000
darken=1
p2defmul=1
unhittable=1

[State 3150]
type=explod
trigger1=Animelem=6
anim=5999
pos=80,-17
facing=-1
bindtime=-1
sprpriority=4
supermovetime=999
pausemovetime=999

[State 3150, Face]
type = Explod
trigger1 = Time = 6
anim = 9000
postype = back
pos = 0,0
sprpriority = 3
bindtime = 180
removetime = 35
supermove = 1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
ID = 9000

[State 3150]
type = ChangeState
trigger1 = AnimTime = 0
value = 3151
ctrl = 0

;--------------------------------
;Gamma Crush lvl2 Up
[Statedef 3151]
type = S
movetype= A
physics = S
anim=3101
ctrl = 0
sprpriority = 0

[State 3151]
type = ScreenBound
trigger1 = Alive
value = 0

[State 3150]
type=Posadd
trigger1=p2stateno=429
trigger1=time=0
x=ifelse(p2bodydist x>=60,45,ifelse(p2bodydist x>=40,35,25))

[State 3151]
type = VelSet
trigger1 = Animelem = 3
y = -24

[State 3151]
type = Veladd
trigger1 = Time >= 3
x = 3

[State 3151]
type = Explod
Anim =6018
triggerall=command!="holdback"
trigger1 = Time = 0
postype = p1
pos = 0,0
vel = ifelse(command="holdfwd",11,6),0
bindTime = 1
removetime = 22
sprpriority = -5
ownpal = 1

[State 3151]
type = helper
trigger1 = time = 0
name = "Shadow"
id = 3159
pos = 0,0
postype = p1
stateno = 3159
helpertype = normal
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 3151]
type=NotHitBy
trigger1=1
value=,NA,SA,NP,SP,AT
time=1

[State 3151]
type = HitDef
trigger1 = AnimElem = 1
animtype = UP
air.animtype = UP
priority = 7,Hit
attr = S, HA
damage = ifelse(var(24)=1,30,60),7
getpower = 0
guardflag = MA
hitflag = MAFD
pausetime = 10,10
sparkno = S7002
sparkxy = -5,-55 -100*(P2statetype=A)
hitsound = S0,10
guard.sparkno = S7004
guardsound = s0,13
guard.pausetime = 15, 10
guard.ctrltime = 35
ground.type = High
ground.slidetime = 7
ground.hittime = 30
ground.velocity = -2,-15
air.velocity = -2,-12
air.fall = 1
fall = 1
fall.recover = 0
fall.recovertime = 85
yaccel = .8
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
id=3151

[State 3151, EnvColor]
type =EnvColor
trigger1= movehit && numtarget
trigger1= !(target,time) && target,movetype=H
value = 255,255,255
time = 1
under = 0
ignorehitpause = 1

[State 3151]
type=Changestate
triggerall=Command="holdfwd"
triggerall=movehit&&numtarget
trigger1=target,movetype=H&&target,vel y > 0
trigger1=Animelemtime(10)>=10
value=3153

[State 3151]
type=Changestate
triggerall=Command="holdfwd"
trigger1=numtarget(3151)<=0
trigger1=Animelemtime(10)=22
value=3153

[State 3151]
type=Changestate
triggerall=Command="holdback"
triggerall=movehit&&numtarget
trigger1=target,movetype=H&&target,vel y > 0
trigger1=Animelemtime(10)>=10
value=3154

[State 3151]
type=Changestate
triggerall=Command="holdback"
trigger1=numtarget(3151)<=0
trigger1=Animelemtime(10)=22
value=3154

[State 3151]
type=Changestate
triggerall=movehit&&numtarget
trigger1=target,movetype=H&&target,vel y > 0
trigger1=Animelemtime(10)>=10
value=3152

[State 3151]
type=Changestate
trigger1=numtarget(3151)<=0
trigger1=Animelemtime(10)>=22
value=3152

;--------------------------------
;Gamma Crush lvl2 Down
[Statedef 3152]
type = A
movetype= A
physics = S
anim=3102
ctrl = 0
sprpriority = 0

[State 3152]
type = ScreenBound
trigger1 = Alive
value = 0

[State 3152]
type=Posadd
trigger1=time=0
y=-(floor(screenpos y))-100

[State 3152]
type=Explod
Anim=6014
trigger1=Pos Y >=-65
postype=p1
pos=30,65
bindTime=1
removetime=61
sprpriority=5
ownpal=1

[State 3152]
type = VarSet
trigger1=movehit
v=44
value=1

[State 3152]
type = VarSet
triggerall=time>=0
trigger1=hitcount>=7
trigger2=p2bodydist X !=[-50,100]
trigger3=p2bodydist Y !=[-80,80]
v=44
value=0

[State 3152]
type = VelSet
trigger1=Animelem=1
x = 0
y = 23

[State 3152]
type = VelSet
triggerall=var(44)=1
trigger1 = Animelem = 3
x = 0
y = 4

[State 3152]
type = VelSet
triggerall = Animelem = 3
trigger1=var(44)=0
x = 0
y = 23

[State 3152]
type = Explod
Anim =6018
trigger1 = Time = 0
postype = p1
pos = -10,504
vel = 3, 0
bindTime = 3
removetime = 24
sprpriority = -5
ownpal = 1

[State 3152]
type=Helper
trigger1=1
stateno=3158
id=3158
helpertype=Normal
name="projectile cancel"
postype=p1
pos=0,0
keyctrl=0
ownpal=1
ignorehitpause=0
persistent=0

[State 3152]
type=NotHitBy
trigger1=1
value=,NA,SA,NP,SP,AT
time=1

[State 3152]
type = HitDef
trigger1=hitcount<=0
attr = A,HA
damage =ifelse(var(22)=2,100,200),5
animtype = UP
air.animtype = UP
guardflag = MA
hitflag = MAFD
priority = 7,Hit
pausetime = 4,4
guard.pausetime = 4,4
getpower = 0
sparkno = s7002
sparkxy = -35,0
guard.sparkno = S7004
hitsound = S0,10
guardsound = s0,13
guard.ctrltime = 50
ground.type = High
ground.slidetime = 11
ground.hittime = 15
ground.velocity = -4,-8
;ground.slidetime = 11
;ground.hittime = 15
;ground.velocity = -4,-16
airguard.velocity = -5,-3
air.type = High
yaccel = .6
air.velocity = -4,-18
air.hittime = 20
fall = 1
fall.recover = 0
fall.recovertime = 35
ID=3102

[State 3152]
type = HitDef
triggerall=hitcount>=1
triggerall=hitcount<=7
trigger1=1
attr = A,HA
damage =ifelse(var(22)=2,15,20),2
animtype = UP
air.animtype = UP
guardflag = MA
hitflag = MAFD
priority = 7,Hit
getpower = 0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = s7002
sparkxy = -35,0
guard.sparkno = S7004
hitsound = S0,10
guardsound = s0,13
guard.ctrltime = 50
ground.type = High
ground.slidetime = 11
ground.hittime = 15
ground.velocity = -4,-8
;ground.slidetime = 11
;ground.hittime = 15
;ground.velocity = -4,-16
airguard.velocity = -5,-3
air.type = High
yaccel = .6
air.velocity = -4,-18
air.hittime = 20
fall = 1
fall.recover = 0
fall.recovertime = 35
ID=3152

[State 3152]
type=null;;helper
trigger1=movehit&&numtarget&&numhelper(6017)<1
trigger1=!(target,time)&&(target,movetype=H)
helpertype=normal
stateno=3110
ID=3110
name="flames"
postype=p2
bindtime=1000
ownpal=1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 3152]
type=helper
trigger1=movehit&&numtarget&&numhelper(16017)<1
trigger1=!(target,time)&&(target,movetype=H)
helpertype=normal
stateno=4755
ID=4755
name="flames"
postype=p2
bindtime=1000
ownpal=1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 3152, EnvColor]
type =EnvColor
trigger1= movehit && numtarget
trigger1= !(target,time) && target,movetype=H
value = 255,255,255
time = 1
under = 0
ignorehitpause = 1

[State 3152]
type = ChangeState
trigger1 = Pos Y >=-60
trigger1 = Vel Y > 0
value = 3105

;--------------------------------
;Gamma Crush lvl2 Down Front
[Statedef 3153]
type = A
movetype= A
physics = S
anim=3103
ctrl = 0
sprpriority = 0

[State 3153]
type = ScreenBound
trigger1 = Alive
value = 0

[State 3153]
type=Posadd
trigger1=time=0
y=-(floor(screenpos y))-100

[State 3153]
type = Explod
Anim =6014
trigger1 = Pos Y >= -65
postype = p1
pos = 30,65
bindTime = 1
removetime = 61
sprpriority = 5
ownpal = 1

[State 3153]
type = PosSet
trigger1 = alive
x = frontedgedist = 10

[State 3153]
type = VarSet
trigger1=movehit
v=44
value=1

[State 3153]
type = VarSet
triggerall=time>=0
trigger1=hitcount>=7
trigger2=p2bodydist X !=[-70,100]
trigger3=p2bodydist Y !=[-80,80]
v=44
value=0

[State 3153]
type = VelSet
trigger1 = Animelem =1
x = 5
y = 23

[State 3153]
type = VelSet
triggerall=var(44)=1
trigger1 = Animelem = 3
x = 5
y = 2.5

[State 3153]
type = VelSet
triggerall = Animelem = 3
trigger1=var(44)=0
x = 5
y = 23

[State 3153]
type=Helper
trigger1=1
stateno=3158
id=3158
helpertype=Normal
name="projectile cancel"
postype=p1
pos=0,0
keyctrl=0
ownpal=1
ignorehitpause=0
persistent=0

[State 3153]
type=NotHitBy
trigger1=1
value=,NA,SA,NP,SP,AT
time=1

[State 3153]
type = HitDef
trigger1=hitcount<=0
attr = A,HA
damage =ifelse(var(22)=2,100,200),5
animtype = UP
air.animtype = UP
guardflag = MA
hitflag = MAFD
priority = 7,Hit
pausetime = 4,4
guard.pausetime = 4,4
getpower = 0
sparkno = s7002
sparkxy = -35,0
guard.sparkno = S7004
hitsound = S0,10
guardsound = s0,13
guard.ctrltime = 50
ground.type = High
ground.slidetime = 11
ground.hittime = 15
ground.velocity = -4,-8
airguard.velocity = -5,-3
air.type = High
yaccel = .6
air.velocity = -4,-18
air.hittime = 20
fall = 1
fall.recover = 0
fall.recovertime = 35

[State 3153]
type = HitDef
triggerall=hitcount>=1
triggerall=hitcount<=7
trigger1=1
attr = A,HA
damage =ifelse(var(22)=2,15,20),2
animtype = UP
air.animtype = UP
guardflag = MA
hitflag = MAFD
priority = 7,Hit
pausetime = 4,4
guard.pausetime = 4,4
getpower = 0
sparkno = s7002
sparkxy = -35,0
guard.sparkno = S7004
hitsound = S0,10
guardsound = s0,13
guard.ctrltime = 50
ground.type = High
ground.slidetime = 11
ground.hittime = 15
ground.velocity = -4,-8
airguard.velocity = -5,-3
air.type = High
yaccel = .6
air.velocity = -4,-18
air.hittime = 20
fall = 1
fall.recover = 0
fall.recovertime = 35

[State 3153]
type=null;;helper
trigger1=movehit&&numtarget&&numhelper(6017)<1
trigger1=!(target,time)&&(target,movetype=H)
helpertype=normal
stateno=3110
ID=3110
name="flames"
postype=p2
bindtime=1000
ownpal=1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 3153]
type=helper
trigger1=movehit&&numtarget&&numhelper(16017)<1
trigger1=!(target,time)&&(target,movetype=H)
helpertype=normal
stateno=4755
ID=4755
name="flames"
postype=p2
bindtime=1000
ownpal=1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 3153, EnvColor]
type =EnvColor
trigger1= movehit && numtarget
trigger1= !(target,time) && target,movetype=H
value = 255,255,255
time = 1
under = 0
ignorehitpause = 1

[State 3153]
type = ChangeState
trigger1 = Pos Y >=-60
trigger1 = Vel Y > 0
value = 3106

;--------------------------------
;Gamma Crush lvl2 Down Back
[Statedef 3154]
type = A
movetype= A
physics = S
ctrl = 0
sprpriority = 0

[State 3154]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = Time = 0 && Anim != 3104
value = 3104

[State 3154]
type = ScreenBound
trigger1 = Alive
value = 0

[State 3154]
type=Posadd
trigger1=time=0
y=-(floor(screenpos y))-100

[State 3154]
type = Explod
Anim =16014
trigger1 = Pos Y >=-65
postype = p1
pos = -20,65
bindTime = 1
removetime = 61
sprpriority = 5
ownpal = 1

[State 3154]
type = PosSet
trigger1 = alive
x = frontedgedist = 10

[State 3154]
type = VarSet
trigger1=movehit
v=44
value=1

[State 3154]
type = VarSet
triggerall=time>=0
trigger1=hitcount>=7
trigger2=p2bodydist X !=[-70,100]
trigger3=p2bodydist Y !=[-80,80]
v=44
value=0

[State 3154]
type = VelSet
trigger1 = Animelem =1
x = -5
y = 23

[State 3152]
type = VelSet
triggerall=var(44)=1
trigger1 = Animelem = 3
x = -5
y = 2.5

[State 3152]
type = VelSet
triggerall = Animelem = 3
trigger1=var(44)=0
x = -5
y = 23

[State 3154]
type=Helper
trigger1=1
stateno=3158
id=3158
helpertype=Normal
name="projectile cancel"
postype=p1
pos=0,0
keyctrl=0
ownpal=1
ignorehitpause=0
persistent=0

[State 3154]
type=NotHitBy
trigger1=1
value=,NA,SA,NP,SP,AT
time=1

[State 3154]
type = HitDef
trigger1=hitcount<=0
;trigger1 = AnimElem = 1
attr = A,HA
damage =ifelse(var(22)=2,100,200),5
animtype = UP
air.animtype = UP
guardflag = MA
hitflag = MAFD
priority = 7,Hit
pausetime = 4,4
guard.pausetime = 4,4
getpower = 0
sparkno = s7002
sparkxy = -35,0
guard.sparkno = S7004
hitsound = S0,10
guardsound = s0,13
guard.ctrltime = 50
ground.type = High
ground.slidetime = 11
ground.hittime = 15
ground.velocity = -4,-8
airguard.velocity = -5,-3
air.type = High
yaccel = .6
air.velocity = -4,-18
air.hittime = 20
fall = 1
fall.recover = 0
fall.recovertime = 35

[State 3154]
type = HitDef
triggerall=hitcount>=1
triggerall=hitcount<=7
trigger1=1
attr = A,HA
damage =ifelse(var(22)=2,15,20),2
animtype = UP
air.animtype = UP
guardflag = MA
hitflag = MAFD
priority = 7,Hit
pausetime = 4,4
guard.pausetime = 4,4
getpower = 0
sparkno = s7002
sparkxy = -35,0
guard.sparkno = S7004
hitsound = S0,10
guardsound = s0,13
guard.ctrltime = 50
ground.type = High
ground.slidetime = 11
ground.hittime = 15
ground.velocity = -4,-8
airguard.velocity = -5,-3
air.type = High
yaccel = .6
air.velocity = -4,-18
air.hittime = 20
fall = 1
fall.recover = 0
fall.recovertime = 35

[State 3154]
type=null;;helper
trigger1=movehit&&numtarget&&numhelper(6017)<1
trigger1=!(target,time)&&(target,movetype=H)
helpertype=normal
stateno=3110
ID=3110
name="flames"
postype=p2
bindtime=1000
ownpal=1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 3154]
type=helper
trigger1=movehit&&numtarget&&numhelper(16017)<1
trigger1=!(target,time)&&(target,movetype=H)
helpertype=normal
stateno=4755
ID=4755
name="flames"
postype=p2
bindtime=1000
ownpal=1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 3154, EnvColor]
type =EnvColor
trigger1= movehit && numtarget
trigger1= !(target,time) && target,movetype=H
value = 255,255,255
time = 1
under = 0
ignorehitpause = 1

[State 3154]
type = ChangeState
trigger1 = Pos Y >=-60
trigger1 = Vel Y > 0
value = 3107

;---------------------------------
;Gamma Crush - Helper Projectile Cancel
[Statedef 3158]
type=A
movetype=A
physics=N
;anim=3108
sprpriority=5
ctrl=0

[State 3158]
type=changeanim
triggerall=parent,stateno=3152
trigger1=!time&&!prevstateno
value=3108

[State 3108]
type=changeanim
triggerall=parent,stateno=3153
trigger1=!time&&!prevstateno
value=3109

[State 3158]
type=changeanim
triggerall=parent,stateno=3154
trigger1=!time&&!prevstateno
value=3110

[State 3158]
type=BindToparent
trigger1=1

[State 3158]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3158
ignorehitpause=1

[State 3158]
type=hitby
trigger1=1
time=-1
value=SCA,AA,AP,AT
ignorehitpause=1

[State 3158]
type=DestroySelf
trigger1=Parent,Stateno!=[3151,3154]

;--------------------------------------------------------------
:Shadow Helper
[Statedef 3159]
anim = 6018

[State 3159]
type = BindToParent
triggerall = parent,stateno=3151
trigger1 = 1
time = -1
pos = 0,-1 * parent,pos Y

[State 3159]
type = BindToParent
triggerall = parent,stateno=[3155,3157]
trigger1 = 1
time = -1
pos = 0,-1 * parent,pos Y

[State 3159]
type = BindToParent
triggerall = parent,stateno=3152
trigger1 = 1
time = -1
pos = 50,-1 * parent,pos Y

[State 3159]
type = BindToParent
triggerall = parent,stateno=3153
trigger1 = 1
time = -1
pos = 80,-1 * parent,pos Y

[State 3159]
type = BindToParent
triggerall = parent,stateno=3154
trigger1 = 1
time = -1
pos = -80,-1 * parent,pos Y

[State 3159]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3159]
type = SprPriority
trigger1 = 1
value = -2

[State 3159]
type = Destroyself
trigger1 = parent, stateno!=[3151,3157]


;---------------------------------------
;GAMMA DROP
[Statedef 3200]
type    = S
movetype= A
physics = S
anim = 3200
ctrl = 0

[State 3200, SuperPause]
type=SuperPause
trigger1=time=2
time=60
sound=S2000,0
anim=S5999
pos=6,51
poweradd=-1000
darken=1
p2defmul=1
unhittable=1

[State 3200, SuperPause]
type=SuperPause
trigger1=Time=2
time=60
anim=S5999
pos=-82,48

[State 3200, FX]
type = Explod
Anim = 7021
ID = 7021
trigger1 = Animelem=2
postype = P1
pos = -68,0
bindTime = 1
sprpriority = -2
ownpal = 1
ignorehitpause=1

[State 3200, Voice]
type = PlaySnd
trigger1 = Time=2
value =2,74
channel=2

[State 3200, Voice]
type = PlaySnd
trigger1 = Animelem=2
value =2,12
channel=2

[State 3200, FX]
type = PlaySnd
trigger1 = Animelem=2
value =1,5
channel=1

[State 3200, VelSet]
type = VelSet
trigger1 = Time = [5,15]
x = 6
y = -7

[State 3200, VelAdd]
type = VelAdd
trigger1 = Time = [16,18]
x = 0
y = 0

[State 3200, VelAdd]
type = VelAdd
trigger1 = Time >= 19
x = 0
y = .6

[State 3200, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
StateType = A
physics = N

[State 3200, Nothitby]
type=Nothitby
trigger1=animelem=2
time=10
value=SCA,AA,AT

[State 3200, Hit]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HT
hitflag = AF
guardflag =
damage = 0
getpower = 0
priority = 6, Hit
pausetime = 0,10
snap = -40, 0, 0, 1 ; Bind target for 1 frame
sparkno = s17014
sparkxy = -20,-110
hitsound = S2,34
p1facing = ifelse (command = "holdback", -1, 1)
p2facing = 1
p1stateno = 3201
p2stateno = 3202
fall = 1
kill = 0
fall.kill = 0

[State 3200, End]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
value = 52
ctrl = 1

;---------------------------------------
;GAMMA DROP P1 State
[Statedef 3201]
type = A
movetype = I
physics = N
anim = 3201
velset = 0, 0
sprpriority = 2
ctrl = 0

[State 3201, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=3202)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 3201, PlaySnd]
type = PlaySnd
trigger1 = NumTarget
trigger1 = (target,Stateno=3202)&&(Target,Time<=0)
value = S800,0
channel = 1

[State 3201]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 3201]
type = ScreenBound
trigger1 = time >=0
value = 0

[State 3201]
type = PlaySnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 37
trigger4 = time = 44
trigger5 = time = 56
trigger6 = time = 62
value = 1,38
channel=1

[State 3201]
type = PlaySnd
trigger1 = Time = 77
value = 1,51;;39
channel=1

[State 3201, Jump Trail]
type = Explod
trigger1 = Time = 31
Anim = 6061
ID = 6061
postype = P1
pos = -10,40
bindTime = 40
removetime = 40
sprpriority = 3
ownpal = 1

[State 3201,]
type = Explod
triggerall = enemy, pos Y >= -10
trigger1 = Animelem = 15,=3
anim = 7012
id=7012
pos = 0,100
postype = p2
facing = 1
sprpriority = 3
bindtime = 1
removetime = 10

[State 3201]
type = PosAdd
trigger1 = Time = 0
x = 60
y = 20

[State 3201]
type = VelSet
trigger1 = Time = [0,30]
x = 0
y = 0

[State 3201]
type = VelAdd
trigger1 = Time = [31,45]
x = 0
y = -.6

[State 3201]
type = PosAdd
trigger1 = time = 0
y = -10

[State 3201]
type = Width
trigger1 = 1
value = 150, -40

[State 3201]
type = TargetBind
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
pos = 80, -105
time = 10

[State 3201]
type = SprPriority
trigger1 = AnimElem = 2
value = 0

[State 3201]
type = TargetBind
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
pos = -80, -105
time = 4

[State 3201]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -25
kill=0
persistent = 0

[State 3201]
type = NotHitBy
trigger1 = 1
time = 85
value = , SA, AA, AP

[State 3201]
type = TargetState
trigger1 = AnimElem = 11;,>= 3
value = 3203

[State 3201]
type = ChangeState
trigger1 = AnimTime = 0
value = 3205
ctrl = 0

;---------------------------------------------------
;GAMMA DROP P2 Grabbed
[Statedef 3202]
type = A
movetype = H
physics = N
ctrl = 0
sprpriority = -1

[State 3202]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 3202]
type = ScreenBound
trigger1 = time >=0
value = 1

[State 3202]
type = ChangeAnim2
trigger1 = time = 0
value = 3202

;----------------------
;GAMMA DROP P2 Thrown to ground
[Statedef 3203]
type = A
movetype = H
physics = N
velset = 0, 18
sprpriority = -1

[State 3201]
type = ScreenBound
trigger1 = time = [0,15]
value = 0

[State 3203]
type = PosAdd
trigger1 = time = 0
x = 0

[State 3203]
type = Gravity
trigger1 = 1

[State 3203]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3203]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= -10
value = 3204

;---------------------------------------------------
;GAMMA DROP P2 Lie on the ground
[Statedef 3204]
type    = L
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 3204]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3204, LifeAdd]
type = LifeAdd
trigger1 =!Time
value = -20
kill = 0
absolute = 0

[State 3204, PowerAdd]
type = PowerAdd
trigger1 =!Time
value = 80
persistent = 0

[State 3204]
type = ChangeAnim
Trigger1 = 1
value = 5110

[State 3204]
type = SelfState
trigger1 = Time = 500
value = 5120

;---------------------------------------------------
;GAMMA DROP P1 Slam
[Statedef 3205]
type    = A
movetype= A
physics = N
ctrl = 0
vel = 0,16
anim = 3205
sprpriority = 1

[State 3205, Ground Slam FX]
type = Explod
trigger1 = enemy, pos y >= -10
anim = 7012
id=7012
pos = 0,0
postype = p2
facing = 1
sprpriority = 3
bindtime = 1
persistent=0

[State 3205, Rocks]
type = helper
trigger1 = enemy, pos y >= -10
stateno = 4500
id = 4500
pos = 0,0
postype = p2
sprpriority =4
helpertype = normal
ownpal = 1
persistent=0

[State 3205, EnvShake]
type = EnvShake
trigger1 = enemy, pos y >= -10
time = 20
freq = 70
ampl = -6
phase = 90
persistent =  0

[State 3205]
type = ScreenBound
trigger1 = time <= 80
value = 0
movecamera = 0,0

[State 3205]
type = PosAdd
trigger1 = Time = 0
x = (P2BodyDist X)+40

[State 3205]
type = Gravity
trigger1 = 1

[State 3205]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3205]
type = ChangeState
trigger1 = Pos Y >= -50
trigger1 = Vel Y > 0
value = 3206
ctrl = 0

;---------------------------------------------------
;GAMMA DROP P1 Chop
[Statedef 3206]
type    = C
movetype= A
physics = C
ctrl = 0
vel = 0,0
anim = 3206
sprpriority = 1

[State 3206, Voice]
type = PlaySnd
trigger1 = !Time
value = 2,34
channel=2

[State 3206, FX]
type = PlaySnd
trigger1 = !Time
value = 1,3
channel=1

[State 3206, Rocks]
type = helper
trigger1=!Time
stateno = 4550
id = 4550
pos = 0,0
postype = p2
sprpriority =4
helpertype = normal
ownpal = 1

[State 3206, Rocks]
type = helper
trigger1=!Time
stateno = 4555
id = 4555
pos = 0,0
postype = p2
sprpriority =4
helpertype = normal
ownpal = 1

[State 3206, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 3206]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 3206]
type = EnvShake
trigger1 = !Time
time = 30
ampl = -8
freq = 160
phase = 1

[State 3206]
type = Explod
trigger1 = !Time
anim = 7001
id=7001
pos = -30,0
postype = p1
facing = 1
sprpriority = 3
bindtime = 1

[State 3206]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3201]
type = HitDef
trigger1 = AnimElem = 1
attr = A,HA
damage = 365
animtype = UP
air.animtype = UP
guardflag = -
hitflag = MAFD
priority = 7,Hit
getpower = 0
pausetime = 4,13
sparkno = s7012
sparkxy = 0,0
hitsound = s1,21
ground.type = High
ground.slidetime = 11
ground.hittime = 15
ground.velocity = 4,-16
airguard.velocity = 5,-3
air.type = High
yaccel = .6
air.velocity = 4,-18
air.hittime = 20
fall = 1
fall.recover = 0
fall.recovertime = 35

[State 3206, EnvColor]
type =EnvColor
trigger1= movehit && numtarget
trigger1= !(target,time) && target,movetype=H
value = 255,255,255
time = 1
under = 0
ignorehitpause = 1

[State 3206, Turn]
type = Turn
trigger1 =Animtime=0
trigger1 =P2bodydist x<0

[State 3206]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------
;GAMMA DROP LvL2
[Statedef 3250]
type    = S
movetype= A
physics = S
anim = 3200
ctrl = 0

[State 3250, SuperPause]
type=SuperPause
trigger1=time=2
time=60
sound=S2000,0
anim=S5999
pos=6,51
poweradd=-2000
darken=1
p2defmul=1
unhittable=1

[State 3250, SuperPause]
type=SuperPause
trigger1=Time=2
time=60
anim=S5999
pos=-82,48

[State 3250, FX]
type = Explod
Anim = 7021
ID = 7021
trigger1 = Animelem=2
postype = P1
pos = -68,0
bindTime = 1
sprpriority = -2
ownpal = 1
ignorehitpause=1

[State 3250, Voice]
type = PlaySnd
trigger1 = Time=2
value =2,74
channel=2

[State 3250, Voice]
type = PlaySnd
trigger1 = Animelem=2
value =2,12
channel=2

[State 3250, FX]
type = PlaySnd
trigger1 = Animelem=2
value =1,5
channel=1

[State 3250, VelSet]
type = VelSet
trigger1 = Time = [5,15]
x = 6
y = -7

[State 3250, VelAdd]
type = VelAdd
trigger1 = Time = [16,18]
x = 0
y = 0

[State 3250, VelAdd]
type = VelAdd
trigger1 = Time >= 19
x = 0
y = .6

[State 3250, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
StateType = A
physics = N

[State 3250, Nothitby]
type=Nothitby
trigger1=animelem=2
time=10
value=SCA,AA,AT

[State 3250, Hit]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HT
hitflag = AF
guardflag =
damage = 0
getpower = 0
priority = 6, Hit
pausetime = 0,10
snap = -40, 0, 0, 1 ; Bind target for 1 frame
sparkno = s17014
sparkxy = -20,-110
hitsound = S2,34
p1facing = ifelse (command = "holdback", -1, 1)
p2facing = 1
p1stateno = 3251
p2stateno = 3252
fall = 1
kill = 0
fall.kill = 0

[State 3200, End]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
value = 52
ctrl = 1

;---------------------------------------
;GAMMA DROP P1 State
[Statedef 3251]
type = A
movetype = I
physics = N
anim = 3201
velset = 0, 0
sprpriority = 2
ctrl = 0

[State 3251, EnvColor]
type = EnvColor
trigger1 = NumTarget
trigger1 = (target,Stateno=3252)&&(Target,Time<=0)
value = 255,255,255
time = 1
ignorehitpause=1

[State 3251, PlaySnd]
type = PlaySnd
trigger1 = NumTarget
trigger1 = (target,Stateno=3252)&&(Target,Time<=0)
value = S800,0
channel = 1

[State 3251]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 3251]
type = ScreenBound
trigger1 = time >=0
value = 0

[State 3251]
type = PlaySnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 37
trigger4 = time = 44
trigger5 = time = 56
trigger6 = time = 62
value = 1,38
channel=1

[State 3251]
type = PlaySnd
trigger1 = Time = 77
value = 1,51;;39
channel=1

[State 3251, Jump Trail]
type = Explod
trigger1 = Time = 31
Anim = 6061
ID = 6061
postype = P1
pos = -10,40
bindTime = 40
removetime = 40
sprpriority = 3
ownpal = 1

[State 3251,]
type = Explod
triggerall = enemy, pos Y >= -10
trigger1 = Animelem = 15,=3
anim = 7012
id=7012
pos = 0,100
postype = p2
facing = 1
sprpriority = 3
bindtime = 1
removetime = 10

[State 3251]
type = PosAdd
trigger1 = Time = 0
x = 60
y = 20

[State 3251]
type = VelSet
trigger1 = Time = [0,30]
x = 0
y = 0

[State 3251]
type = VelAdd
trigger1 = Time = [31,45]
x = 0
y = -.6

[State 3251]
type = PosAdd
trigger1 = time = 0
y = -10

[State 3251]
type = Width
trigger1 = 1
value = 150, -40

[State 3251]
type = TargetBind
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
pos = 80, -105
time = 10

[State 3251]
type = SprPriority
trigger1 = AnimElem = 2
value = 0

[State 3251]
type = TargetBind
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
pos = -80, -105
time = 4

[State 3251]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -25
kill=0
persistent = 0

[State 3251]
type = NotHitBy
trigger1 = 1
time = 85
value = , SA, AA, AP

[State 3251]
type = TargetState
trigger1 = AnimElem = 11;,>= 3
value = 3253

[State 3251]
type = ChangeState
trigger1 = AnimTime = 0
value = 3255
ctrl = 0

;---------------------------------------------------
;GAMMA DROP P2 Grabbed
[Statedef 3252]
type = A
movetype = H
physics = N
ctrl = 0
sprpriority = -1

[State 3252]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 3252]
type = ScreenBound
trigger1 = time >=0
value = 1

[State 3252]
type = ChangeAnim2
trigger1 = time = 0
value = 3202

;----------------------
;GAMMA DROP P2 Thrown to ground
[Statedef 3253]
type = A
movetype = H
physics = N
velset = 0, 18
sprpriority = -1

[State 3253]
type = ScreenBound
trigger1 = time = [0,15]
value = 0

[State 3253]
type = PosAdd
trigger1 = time = 0
x = 0

[State 3253]
type = Gravity
trigger1 = 1

[State 3253]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3253]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= -10
value = 3254

;---------------------------------------------------
;GAMMA DROP P2 Lie on the ground
[Statedef 3254]
type    = L
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 3254, LifeAdd]
type = LifeAdd
trigger1 = !Time
value = -20
kill = 0

[State 3254, PowerAdd]
type = PowerAdd
trigger1 =!Time
value = 80
persistent = 0

[State 3254]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3254]
type = ChangeAnim
Trigger1 = 1
value = 5110

[State 3254]
type = SelfState
trigger1 = Time = 500
value = 5120

;---------------------------------------------------
;GAMMA DROP P1 Slam
[Statedef 3255]
type    = A
movetype= A
physics = N
ctrl = 0
vel = 0,16
anim = 3205
sprpriority = 1

[State 3255, Ground Slam FX]
type = Explod
trigger1 = enemy, pos y >= -10
anim = 7012
id=7012
pos = 0,0
postype = p2
facing = 1
sprpriority = 3
bindtime = 1
persistent=0

[State 3255, Rocks]
type = helper
trigger1 = enemy, pos y >= -10
stateno = 4500
id = 4500
pos = 0,0
postype = p2
sprpriority =4
helpertype = normal
ownpal = 1
persistent=0

[State 3255, EnvShake]
type = EnvShake
trigger1 = enemy, pos y >= -10
time = 20
freq = 70
ampl = -6
phase = 90
persistent =  0

[State 3255]
type = ScreenBound
trigger1 = time <= 80
value = 0
movecamera = 0,0

[State 3255]
type = PosAdd
trigger1 = Time = 0
x = (P2BodyDist X)+40

[State 3255]
type = Gravity
trigger1 = 1

[State 3255]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3255]
type = ChangeState
trigger1 = Pos Y >= -50
trigger1 = Vel Y > 0
value = 3256
ctrl = 0

;---------------------------------------------------
;GAMMA DROP P1 Chop
[Statedef 3256]
type    = C
movetype= A
physics = C
ctrl = 0
vel = 0,0
anim = 3206
sprpriority = 1

[State 3256, Voice]
type = PlaySnd
trigger1 = !Time
value = 2,34
channel=2

[State 3256, FX]
type = PlaySnd
trigger1 = !Time
value = 1,3
channel=1

[State 3256, Rocks]
type = helper
trigger1=!Time
stateno = 4550
id = 4550
pos = 0,0
postype = p2
sprpriority =4
helpertype = normal
ownpal = 1

[State 3256, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 3256]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 3256]
type = EnvShake
trigger1 = !Time
time = 30
ampl = -8
freq = 160
phase = 1

[State 3256]
type = Explod
trigger1 = !Time
anim = 7001
id=7001
pos = -30,0
postype = p1
facing = 1
sprpriority = 3
bindtime = 1

[State 3256]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3256]
type = HitDef
trigger1 = AnimElem = 1
attr = A,HA
damage = 365,5
animtype = UP
air.animtype = UP
guardflag = -
hitflag = MAFD
priority = 7,Hit
getpower = 0
pausetime = 4,20
sparkno = s7012
sparkxy = 0,0
hitsound = s1,21
ground.type = High
ground.slidetime = 11
ground.hittime = 15
ground.velocity = 4,-16
airguard.velocity = 5,-3
air.type = High
yaccel = .6
air.velocity = 4,-18
air.hittime = 20
fall = 1
fall.recover = 0
fall.recovertime = 35
kill=0

[State 3256, EnvColor]
type =EnvColor
trigger1= movehit && numtarget
trigger1= !(target,time) && target,movetype=H
value = 255,255,255
time = 1
under = 0
ignorehitpause = 1

[State 3256, Turn]
type = Turn
trigger1 =Animtime=0
trigger1 =P2bodydist x<0

[State 3256]
type = ChangeState
trigger1 = time=10
value = 3257
ctrl = 0

;---------------------------------------------------
;GAMMA DROP P1 Chop
[Statedef 3257]
type    = C
movetype= A
physics = C
ctrl = 0
vel = 0,0
anim = 3257
sprpriority = 1

[State 3257, Voice]
type = PlaySnd
trigger1 =Animelem=5||Animelem=17
value = 2,34
channel=2

[State 3257, Voice]
type = PlaySnd
trigger1 =Animelem=11||Animelem=23
value = 2,34
channel=3

[State 3257, FX]
type = PlaySnd
trigger1 =Animelem=5||Animelem=11||Animelem=17||Animelem=23
value = 1,3
channel=1

[State 3257, Rocks]
type =helper
trigger1 =Animelem=5||Animelem=11||Animelem=17||Animelem=23
stateno = 4550
id = 4550
pos = 0,0
postype = p2
sprpriority =4
helpertype = normal
ownpal = 1

[State 3257, Rocks]
type = helper
trigger1 =Animelem=5||Animelem=11||Animelem=17||Animelem=23
stateno = 4555
id = 4555
pos = 0,0
postype = p2
sprpriority =-4
helpertype = normal
ownpal = 1

[State 3257, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 3257]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 3257]
type = EnvShake
trigger1 =Animelem=5||Animelem=11||Animelem=17||Animelem=23
time = 30
ampl = -8
freq = 160
phase = 1

[State 3257]
type = Explod
trigger1 =Animelem=5||Animelem=11||Animelem=17||Animelem=23
anim = 7001
id=7001
pos = -30,0
postype = p1
facing = 1
sprpriority = 3
bindtime = 1

[State 3257]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3257]
type = HitDef
trigger1 =Animelem=5||Animelem=17
attr = A,HA
damage = 30,3
animtype=Hard
;air.animtype=Back
;fall.animtype=Back
ground.type=Low
air.type=Low
guardflag = -
hitflag = MAFD
priority = 7,Hit
getpower = 0
pausetime = 4,18
sparkno = s7012
sparkxy = 0,0
hitsound = s1,21
ground.type = High
ground.slidetime = 11
ground.hittime = 15
ground.velocity = 0,-2
airguard.velocity = 5,-3
air.type = High
yaccel = .6
air.velocity = 0,-2
air.hittime = 20
fall = 1
fall.recover = 0
fall.recovertime = 35
kill=0

[State 3257]
type = HitDef
trigger1 =Animelem=11
attr = A,HA
damage = 30,3
animtype = UP
air.animtype = UP
guardflag = -
hitflag = MAFD
priority = 7,Hit
getpower = 0
pausetime = 4,20
sparkno = s7012
sparkxy = 0,0
hitsound = s1,21
ground.type = High
ground.slidetime = 11
ground.hittime = 15
ground.velocity = 0,-2
airguard.velocity = 5,-3
air.type = High
yaccel = .6
air.velocity = 0,-2
air.hittime = 20
fall = 1
fall.recover = 0
fall.recovertime = 35
kill=0

[State 3257]
type = HitDef
trigger1 =Animelem=23
attr = A,HA
damage = 30,3
animtype = UP
air.animtype = UP
guardflag = -
hitflag = MAFD
priority = 7,Hit
getpower = 0
pausetime = 4,10
sparkno = s7012
sparkxy = 0,0
hitsound = s1,21
ground.type = High
ground.slidetime = 11
ground.hittime = 15
ground.velocity = 4,-16
airguard.velocity = 5,-3
air.type = High
yaccel = .6
air.velocity = 4,-18
air.hittime = 20
fall = 1
fall.recover = 0
fall.recovertime = 35

[State 3257, EnvColor]
type =EnvColor
trigger1= movehit && numtarget
trigger1= !(target,time) && target,movetype=H
value = 255,255,255
time = 1
under = 0
ignorehitpause = 1

[State 3257, Turn]
type =Turn
trigger1 =AnimTime =0

[State 3257]
type = ChangeState
trigger1 =AnimTime =0
value =11
ctrl =1
;---------------------------------------
;GAMMA QUAKE
[Statedef 3300]
type    = S
movetype= A
physics = S
anim=3300
ctrl = 0

[State 3300]
type=NotHitBy
trigger1=Time=0
value= ,NA,SA,AT
time=4

[State 3300, Voice]
type = PlaySnd
trigger1 = Animelem=2
value = 2,78
channel=2

[State 3300]
type=PlaySnd
trigger1=animelem=7
value=1,33
channel=1

[State 3300]
type=SuperPause
trigger1=time=7
time=35
sound=S2000,0
anim=S5999
pos=-33,-82
poweradd=-1000
darken=1
p2defmul=1
unhittable=1

[State 3000]
type=SuperPause
trigger1=Time=7
time=35
anim=S5999
pos=-78,-73

[State 3300, Face]
type = Explod
trigger1 = Time = 7
anim = 9000
postype = back
pos = 0,0
sprpriority = 3
bindtime = 180
removetime = 40
supermove = 1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
ID = 9000

[State 3300]
type = Explod
trigger1 = Time = 7
anim =13300
pos = 0,0
postype = p1
sprpriority =0
supermovetime = 36
supermove = 1
bindtime = -1
removetime = 36

[State 3300]
type = Explod
trigger1 = Animelem = 7
anim = 7012
pos = 60,10
postype = p1
facing = 1
sprpriority = 3
bindtime = 1

[State 3300]
type = Explod
trigger1 = Time = 36
trigger2 = time = 63
anim =6015
pos = var(13),10
postype = p1
sprpriority = 4
bindtime = 1
removetime = 55

[State 3300]
type = Explod
trigger1 = time = 50
trigger2 = Time = 70
anim =16015
pos = var(13),10
postype = p1
sprpriority = 4
bindtime = 1
removetime = 55

[State 3300]
type = Explod
trigger1 = Time = 36
trigger2 = time = 63
anim =6015
pos = var(13)+110,10
postype = p1
sprpriority = 4
bindtime = 1
removetime = 55

[State 3300]
type = Explod
trigger1 = time = 50
trigger2 = Time = 70
anim =16015
pos = var(13)+150,10
postype = p1
sprpriority = 4
bindtime = 1
removetime = 55

[State 3300]
type = EnvShake
trigger1 = Animelem = 7
ampl = 4
time = 110
freq = 110

[State 3300]
type=VarRandom
trigger1=Time=21||Time=26||Time=31||Time=36||Time=41||Time=46||Time=51||Time=56
trigger2=Time=61||Time=66||Time=71||Time=76
v=13
range=10,200

[State 3300] 
type = Helper
trigger1=Time=21||Time=31||Time=41||Time=51||Time=61||Time=71
pos = var(13), -(floor(screenpos y))       ;thanks BEXIMUS
Stateno = 3301
id = 3301

[State 3300] 
type = Helper
trigger1=Time=25||Time=35||Time=45||Time=55||Time=65||Time=76
pos = var(13), -(floor(screenpos y))       ;thanks BEXIMUS
Stateno = 3302
id = 3302

[State 3300] 
type = Helper
trigger1=Time=28||Time=39||Time=48||Time=59||Time=68
pos = var(13), -(floor(screenpos y))       ;thanks BEXIMUS
Stateno = 3303
id = 3303

[State 3300]
type = HitDef
trigger1 = animelem = 7
attr = A,HA
damage = 25,10
animtype = Heavy
guardflag = MA
hitflag = MAFD
getpower = 0
priority = 5,Hit
pausetime = 0,4
guard.pausetime = 0,5
sparkno = s7001
guard.sparkno = S7004
sparkxy = -10,-43
hitsound = S0,9
guardsound = S0,13
ground.type = Low
ground.slidetime = 30
ground.hittime = 25
ground.velocity = 0,-7
guard.velocity = -4
guard.slidetime = 8
guard.hittime = 10
airguard.velocity = -2,-3
air.type = low
air.velocity = 0,-2
air.hittime = 30
sprpriority = 3
fall = 0

[State 3300]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT
time = 1

[State 3300]
type=Helper
trigger1=(winko)
name="Sounds & FX"
Stateno=3005
ID=3005
persistent=0

[State 3300, EnvColor]
type =EnvColor
trigger1= movehit && numtarget
trigger1= !(target,time) && target,movetype=H
value = 255,255,255
time = 1
under = 0
ignorehitpause = 1

[State 3300]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Gamma Rocks
[Statedef 3301]
type    = A
movetype= A
physics = N   
anim = 3301
ctrl = 0
velset = 0,15
sprpriority = 1

[State 3301]
type = NotHitBy
trigger1 = 1
value = SAC

[State 3301]
type = HitDef
triggerall = animelem = 1
trigger1=(facing=1&&enemy,facing=-1)
trigger2=(facing=-1&&enemy,facing=1)
attr = A,HP
damage = 25,10
animtype = Heavy
guardflag = MA
hitflag = MAFD
getpower = 0
priority = 5,Hit
pausetime = 0,4
guard.pausetime = 0,5
guard.sparkno = S7004
sparkno = s7001
sparkxy = -30,40
hitsound = S0,9
guardsound = S0,13
ground.type = Low
ground.slidetime = 20
ground.hittime = 25
ground.velocity = 0,-6
airguard.velocity = -2,-3
guard.velocity = -5
guard.slidetime = 15
guard.hittime = 15
guard.ctrltime = 15
air.type = low
air.velocity = -.1,-5
air.hittime = 20
yaccel = .6
sprpriority = 3
fall = 1
fall.recover = ifelse(enemy,pos y >=-20,1,0)
palfx.time = 50 ; Burning pal fx code by Sander 
palfx.add = 40,-70,-200 
palfx.sinadd = 40,30,0,10 
palfx.color = 0 
palfx.invertall = 1
p2stateno = 3305

[State 3301]
type = HitDef
triggerall = animelem = 1
trigger1=(facing=1&&enemy,facing=1)
trigger2=(facing=-1&&enemy,facing=-1)
attr = A,HP
damage = 25,10
animtype = Heavy
guardflag = MA
hitflag = MAFD
getpower = 0
priority = 5,Hit
pausetime = 0,4
guard.pausetime = 0,5
guard.sparkno = S7004
sparkno = s7001
sparkxy = -30,40
hitsound = S0,9
guardsound = S0,13
ground.type = Low
ground.slidetime = 20
ground.hittime = 25
ground.velocity = 0,-6
airguard.velocity = -2,-3
guard.velocity = -5
guard.slidetime = 15
guard.hittime = 15
guard.ctrltime = 15
air.type = low
air.velocity = .1,-5
air.hittime = 20
yaccel = .6
sprpriority = 3
fall = 1
fall.recover = ifelse(enemy,pos y >=-20,1,0)
palfx.time = 50 ; Burning pal fx code by Sander 
palfx.add = 40,-70,-200 
palfx.sinadd = 40,30,0,10 
palfx.color = 0 
palfx.invertall = 1
p2stateno = 3306

[State 3301] 
type = Helper
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
pos = 0, 0
Stateno = 3304
id = 3304

[State 3301, EnvColor]
type =EnvColor
trigger1= movehit && numtarget
trigger1= !(target,time) && target,movetype=H
value = 255,255,255
time = 1
under = 0
ignorehitpause = 1

[State 3301]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3304

;---------------------------------------------------------------------------
; Gamma Rocks
[Statedef 3302]
type    = A
movetype= A
physics = N   
anim = 3302
ctrl = 0
velset = 0,15
sprpriority = 1

[State 3302]
type = NotHitBy
trigger1 = 1
value = SAC

[State 3302]
type = HitDef
triggerall = animelem = 1
trigger1=(facing=1&&enemy,facing=-1)
trigger2=(facing=-1&&enemy,facing=1)
attr = A,HP
damage = 25,10
animtype = Heavy
guardflag = MA
hitflag = MAFD
getpower = 0
priority = 5,Hit
pausetime = 0,4
guard.pausetime = 0,5
sparkno = s7001
guard.sparkno = S7004
sparkxy = -30,40
hitsound = S0,9
guardsound = S0,13
ground.type = Low
ground.slidetime = 20
ground.hittime = 25
ground.velocity = 0,-6
guard.velocity = -4
guard.slidetime = 12
guard.hittime = 15
guard.ctrltime = 15
airguard.velocity = -2,-3
air.type = low
air.velocity = -.1,-5
air.hittime = 20
yaccel = .6
sprpriority = 3
fall = 1
fall.recover = ifelse(enemy,pos y >=-20,1,0)
palfx.time = 50 ; Burning pal fx code by Sander 
palfx.add = 40,-70,-200 
palfx.sinadd = 40,30,0,10 
palfx.color = 0 
palfx.invertall = 1
p2stateno = 3305

[State 3302]
type = HitDef
triggerall = animelem = 1
trigger1=(facing=1&&enemy,facing=1)
trigger2=(facing=-1&&enemy,facing=-1)
attr = A,HP
damage = 25,10
animtype = Heavy
guardflag = MA
hitflag = MAFD
getpower = 0
priority = 5,Hit
pausetime = 0,4
guard.pausetime = 0,5
sparkno = s7001
guard.sparkno = S7004
sparkxy = -30,40
hitsound = S0,9
guardsound = S0,13
ground.type = Low
ground.slidetime = 20
ground.hittime = 25
ground.velocity = 0,-6
guard.velocity = -4
guard.slidetime = 12
guard.hittime = 15
guard.ctrltime = 15
airguard.velocity = -2,-3
air.type = low
air.velocity = .1,-5
air.hittime = 20
yaccel = .6
sprpriority = 3
fall = 1
fall.recover = ifelse(enemy,pos y >=-20,1,0)
palfx.time = 50 ; Burning pal fx code by Sander 
palfx.add = 40,-70,-200 
palfx.sinadd = 40,30,0,10 
palfx.color = 0 
palfx.invertall = 1
p2stateno = 3306

[State 3302] 
type = Helper
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
pos = 0, 0
Stateno = 3304
id = 3304

[State 3302]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3304

;---------------------------------------------------------------------------
; Gamma Rocks
[Statedef 3303]
type    = A
movetype= A
physics = N   
anim = 3303
ctrl = 0
velset = 0,15
sprpriority = 1

[State 3303]
type = NotHitBy
trigger1 = 1
value = SAC

[State 3303]
type = HitDef
triggerall = animelem = 1
trigger1=(facing=1&&enemy,facing=-1)
trigger2=(facing=-1&&enemy,facing=1)
attr = A,HP
damage = 20,10
animtype = Heavy
guardflag = MA
hitflag = MAFD
getpower = 0
priority = 5,Hit
pausetime = 0,4
guard.pausetime = 0,5
sparkno = s2203
guard.sparkno = s2204
sparkxy = -30,40
guard.sparkno = S7004
hitsound = S0,9
guardsound = S0,13
ground.type = Low
ground.slidetime = 20
ground.hittime = 25
ground.velocity = 0,-6
guard.velocity = -5
guard.slidetime = 15
guard.hittime = 15
guard.ctrltime = 15
airguard.velocity = -2,-3
air.type = low
air.velocity = -.1,-5
air.hittime = 20
yaccel = .6
sprpriority = 3
fall = 1
fall.recover = ifelse(enemy,pos y >=-20,1,0)
palfx.time = 50 ; Burning pal fx code by Sander 
palfx.add = 40,-70,-200 
palfx.sinadd = 40,30,0,10 
palfx.color = 0 
palfx.invertall = 1
p2stateno = 3305

[State 3303]
type = HitDef
triggerall = animelem = 1
trigger1=(facing=1&&enemy,facing=1)
trigger2=(facing=-1&&enemy,facing=-1)
attr = A,HP
damage = 20,10
animtype = Heavy
guardflag = MA
hitflag = MAFD
getpower = 0
priority = 5,Hit
pausetime = 0,4
guard.pausetime = 0,5
sparkxy = -30,40
guard.sparkno = S7004
hitsound = S0,9
guardsound = S0,13
ground.type = Low
ground.slidetime = 20
ground.hittime = 25
ground.velocity = 0,-6
guard.velocity = -5
guard.slidetime = 15
guard.hittime = 15
guard.ctrltime = 15
airguard.velocity = -2,-3
air.type = low
air.velocity = .1,-5
air.hittime = 20
yaccel = .6
sprpriority = 3
fall = 1
fall.recover = ifelse(enemy,pos y >=-20,1,0)
palfx.time = 50 ; Burning pal fx code by Sander 
palfx.add = 40,-70,-200 
palfx.sinadd = 40,30,0,10 
palfx.color = 0 
palfx.invertall = 1
p2stateno = 3306

[State 3303] 
type = Helper
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
pos = 0, 0
Stateno = 3304
id = 3304

[State 3303]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3304

;---------------------------
;Quake Rocks (breakup)
[Statedef 3304]
type = A
movetype = A
ctrl = 0
anim = 3304
sprpriority = 5
vel = 0,0

[State 3304]
type = DestroySelf
trigger1 = time = 1

;---------------------------
;Gamma Quake p2 State
[Statedef 3305]
type    = A
movetype= H
physics = A
ctrl = 0

[State 3305]
type = ChangeAnim2
trigger1 = Time = 0
value = 3305

[State 3305]
type = VelSet
triggerall = pos y <= -80 
trigger1 = AnimElem = 1
y = -2

[State 3305]
type = VelSet
triggerall = pos y > -80 
trigger1 = AnimElem = 1
y = -3

[State 3305]
type = VelSet
trigger1 = AnimElem = 2
y = -1

[State 3305]
type = Velset
trigger1 = AnimElem = 3
y = 0

[State 3305]
type = Velset
trigger1 = AnimElem = 4
y = .45

[State 3305]
type = Velset
trigger1 = AnimElem = 5
y = 2

[State 3305]
type = Velset
trigger1 = AnimElem >= 6
y = 7.5

[State 3305]
type = VelSet
trigger1 = !Alive
x = -.5
y = -4

[State 3305]
type = VelSet
trigger1 = Alive
x = -.5

[State 3305]
type = SelfState 
triggerall = Alive
triggerall = vel y >= 5
trigger1 = pos y >= -80
value = 5040
ctrl = 1

[State 3305]
type = SelfState
trigger1 = !Alive
value = 5050

;---------------------------
;Gamma Quake p2 State
[Statedef 3306]
type    = A
movetype= H
physics = A
ctrl = 0

[State 3306]
type = ChangeAnim2
trigger1 = Time = 0
value = 3305

[State 3306]
type = VelSet
triggerall = pos y <= -80 
trigger1 = AnimElem = 1
y = -2

[State 3306]
type = VelSet
triggerall = pos y > -80 
trigger1 = AnimElem = 1
y = -3

[State 3306]
type = VelSet
trigger1 = AnimElem = 2
y = -1

[State 3306]
type = Velset
trigger1 = AnimElem = 3
y = 0

[State 3306]
type = Velset
trigger1 = AnimElem = 4
y = .45

[State 3306]
type = Velset
trigger1 = AnimElem = 5
y = 2

[State 3306]
type = Velset
trigger1 = AnimElem >= 6
y = 7.5

[State 3306]
type = VelSet
trigger1 = !Alive
x = .5
y = -4

[State 3306]
type = VelSet
trigger1 = Alive
x = .5

[State 3306]
type = SelfState 
triggerall = Alive
triggerall = vel y >= 5
trigger1 = pos y >= -80
value = 5040
ctrl = 1

[State 3306]
type = SelfState
trigger1 = !Alive
value = 5050

;-------------------------------------------------
;HYPER GAMMA CHARGE AIR
[Statedef 3600]
type    = A
movetype= A
physics = N
anim = 3600
velset = 0,0
ctrl = 0

[State 3600]
type=Playerpush
trigger1=animelem<=3
value=0

[State 3600, No Spam]
type=varset
trigger1=time=1
var(50)=100
ignorehitpause=1

[State 3600]
type = NotHitBy
trigger1 =time<=6
value = SCA,AP,AT
time = 1

[State 3600, Velset when chained from gamma charge]
type = Velset
triggerall = PrevStateno = [1010,1012]
trigger1 = AnimElem <= 2
x = 0
y = 0

[State 3600]
type = VelSet
trigger1 = AnimElem >= 3
trigger2 = AnimElem <= 14
x = 11
y = 0

[State 3600]
type = Veladd
triggerall=pos Y<-100
trigger1 = AnimElem >= 15
x = 3
y = 9

[State 3600]
type = Veladd
triggerall=pos Y>=-100
trigger1 = AnimElem >= 15
x = 3
y = 3

[State 3600, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,21
channel=2

[State 3600]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
value = 1,6
channel=1

[State 3600, HitSound]
type=playsnd
trigger1= movehit && numtarget
trigger1= !(target,time) && target,movetype=H
value=0,10
channel=0
ignorehitpause=1

[State 3600, SuperPause]
type=SuperPause
trigger1=Time=4
time=40
sound =S2000,0
anim =S5999
pos=50,-22
poweradd=-1000
darken=1
p2defmul=1

[State 3600, FX]
type = Explod
Anim = 6003
id=6003
trigger1 = AnimElem = 3
postype = P1
pos = -40,-35
bindtime = -1
removetime=100
removeongethit=1
sprpriority = 5
ownpal = 1

[State 3600]
type = HitDef
triggerall=var(54)<=4
trigger1 =  AnimElem = 3
trigger2 =  AnimElem = 4
trigger3 =  AnimElem = 5
trigger4 =  AnimElem = 6
trigger5 =  AnimElem = 7
trigger6 =  AnimElem = 8
trigger7 =  AnimElem = 9
trigger8 =  AnimElem = 10
trigger9 =  AnimElem = 11
trigger10 =  AnimElem = 12
animtype = Hard
air.animtype = low
attr = A, HA
damage = 26,3
getpower = 0
givepower = 10
hitflag = MAFD
guardflag = MA
pausetime = 1,6
SPARKNO = S7000
guard.sparkno = S7004
sparkxy =  -35,-95
;hitsound = S0,4
guardsound = S2,0
ground.type = low
ground.slidetime = 8
ground.hittime  = 15
ground.velocity = -5,0
guard.velocity = -2
guard.slidetime = 15
guard.hittime = 15
guard.ctrltime = 15
air.velocity = -5,0
air.hittime  = 20
airguard.velocity = -4,-.5

[State 3600]
type = HitDef
triggerall=var(54)>=5
trigger1 =  AnimElem = 3
trigger2 =  AnimElem = 4
trigger3 =  AnimElem = 5
trigger4 =  AnimElem = 6
trigger5 =  AnimElem = 7
trigger6 =  AnimElem = 8
trigger7 =  AnimElem = 9
trigger8 =  AnimElem = 10
trigger9 =  AnimElem = 11
trigger10 =  AnimElem = 12
animtype = Hard
air.animtype = low
attr = A, HA
damage = 16,3
getpower = 0
givepower = 10
hitflag = MAFD
guardflag = MA
pausetime = 1,6
SPARKNO = S7000
guard.sparkno = S7004
sparkxy =  -35,-95
;hitsound = S0,4
guardsound = S2,0
ground.type = low
ground.slidetime = 8
ground.hittime  = 15
ground.velocity = -5,0
guard.velocity = -2
guard.slidetime = 15
guard.hittime = 15
guard.ctrltime = 15
air.velocity = -5,0
air.hittime  = 20
airguard.velocity = -4,-.5

[State 3600]
type = HitDef
triggerall=var(54)>=11
trigger1 =  AnimElem = 3
trigger2 =  AnimElem = 4
trigger3 =  AnimElem = 5
trigger4 =  AnimElem = 6
trigger5 =  AnimElem = 7
trigger6 =  AnimElem = 8
trigger7 =  AnimElem = 9
trigger8 =  AnimElem = 10
trigger9 =  AnimElem = 11
trigger10 =  AnimElem = 12
animtype = Hard
air.animtype = low
attr = A, HA
damage = 10,3
getpower = 0
givepower = 10
hitflag = MAFD
guardflag = MA
pausetime = 1,6
SPARKNO = S7000
guard.sparkno = S7004
sparkxy =  -35,-95
;hitsound = S0,4
guardsound = S2,0
ground.type = low
ground.slidetime = 8
ground.hittime  = 15
ground.velocity = -5,0
guard.velocity = -2
guard.slidetime = 15
guard.hittime = 15
guard.ctrltime = 15
air.velocity = -5,0
air.hittime  = 20
airguard.velocity = -4,-.5

[State 3600]
type = HitDef
trigger1 =  AnimElem = 13
animtype = Hard
air.animtype = low
attr = A, HA
damage = ifelse(var(54)>=11,5,100),4
getpower = 0
givepower = 10
hitflag = MAFD
guardflag = MA
pausetime = 6,6
SPARKNO = S7000
guard.sparkno = S7004
sparkxy =  -30,-95
;hitsound   = 0,2
guardsound = S2,0
guard.slidetime = 15
guard.hittime = 15
guard.ctrltime = 15
ground.type = high
ground.slidetime = 8
ground.hittime  = 15
ground.velocity = -20,-8
air.velocity = -1,-4
air.hittime  = 20
airguard.velocity = 0
air.fall = 1
fall = 1
fall.recover = 0
fall.recovertime = 15
ID=3600

[State 3601, RemoveExplod]
type=RemoveExplod
trigger1=Animelem>=15
id=6003
ignorehitpause=1

[State 3601, PosAdd]
type = PosAdd
trigger1 =Animelem=15
x = 0
y = 35

[State 3601, EnvColor]
type =EnvColor
trigger1= movehit && numtarget
trigger1= !(target,time) && target,movetype=H
value = 255,255,255
time = 1
under = 0
ignorehitpause = 1

[State 3600]
type = ChangeState
trigger1 = animtime=0
value = 3601
ctrl = 0

;-------------------------------------------------
;GAMMA CHARGE FALLING
[Statedef 3601]
type    = A
movetype= I
physics = N
anim = 3601
velset = 0
ctrl = 0

[State 3601, RemoveExplod]
type=RemoveExplod
trigger1=1
id=6003
ignorehitpause=1

[State 3601, PlayerPush]
type = PlayerPush
trigger1 = 1
trigger1 = P2bodydist x<0
value = 0

[State 3601]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT

[State 3601]
type = Veladd
trigger1 = time >= 0
x = 3

[State 3601, PosAdd]
type = PosAdd
trigger1 = !Time
x=-7
y=-33

[State 3601]
type = Gravity
trigger1 = 1

[State 3601]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3602
ctrl=0

;-------------------------------------------------
;GAMMA CHARGE LANDING
[Statedef 3602]
type    = S
movetype= I
physics = S
anim = 3602
ctrl = 0

[State 3602]
type = EnvShake
trigger1 = !Time
time = 6
freq = 60
ampl = -4
phase = 4

[State 3602]
type=Explod
anim=7011
trigger1=!Time
postype=P1
pos=0,0
persistent=0
sprpriority=-2
pausemovetime=999
supermovetime=999

[State 3602, PlaySnd]
type =PlaySnd
trigger1 =!Time
value =S1,28
channel =0

[State 3602, PlaySnd]
type =PlaySnd
trigger1 =!Time
value =S52,0
channel =1

[State 3602, VelSet]
type =VelSet
trigger1 =!Time
x =6
y =0

[State 3602]
type = Explod
Anim = 7018
trigger1 = !Time
postype = P1
pos = -25,-2
bindtime = 1
removeTime = 11
sprpriority = 3
ownpal = 1

[State 3602, PosSet]
type =PosSet
trigger1=1
y =0

[State 3602, ChangeState]
type = ChangeState
trigger1 = Animtime=0
value = 11
ctrl = 1

;-------------------------------------------------
;GAMMA CHARGE LANDING
[Statedef 3603]
type    = A
movetype= I
physics = N
anim = 3603
ctrl = 0

[State 3603, PlayerPush]
type = PlayerPush
trigger1 = 1
trigger1 = P2bodydist x<0
value = 0

[State 3603, Gravity]
type = Gravity
trigger1 =1

[State 3603, VelSet]
type =VelSet
trigger1 = !Time
x = 4

[State 3603]
type = Veladd
triggerall=pos Y<-100
trigger1 = AnimElem >= 15
x = 3
y = 9

[State 3603]
type = Veladd
triggerall=pos Y>=-100
trigger1 = AnimElem >= 15
x = 3
y = 3

[State 3603, PosAdd]
type = PosAdd
trigger1 = !Time
x = 0
y = 35

[State 3603, ChangeState]
type = ChangeState
trigger1 =Animtime=0
value = 3601
ctrl = 0

;-------------------------------------------------
;HYPER GAMMA CHARGE AIR LvL2
[Statedef 3650]
type    = A
movetype= A
physics = N
anim = 3650
velset = 0,0
ctrl = 0

[State 3650]
type=Playerpush
trigger1=Time>=36
value=0

[State 3650, No Spam]
type=varset
trigger1=time=1
var(50)=100
ignorehitpause=1

[State 3650]
type = NotHitBy
trigger1 =time<=6
value = SCA,AP,AT
time = 1

[State 3650, Velset when chained from gamma charge]
type = Velset
triggerall = PrevStateno = [1010,1012]
trigger1 = AnimElem <= 2
x = 0
y = 0

[State 3650]
type = VelSet
trigger1 = AnimElem >= 3
trigger2 = AnimElem <= 14
x = 11
y = 0

[State 3650]
type = VelSet
trigger1 = AnimElem >= 15
trigger2 = AnimElem <= 24
x = 0
y = 0

[State 3650]
type = Veladd
triggerall=pos Y<-100
trigger1 = AnimElem >= 25
x = 3
y = 9

[State 3650]
type = Veladd
triggerall=pos Y>=-100
trigger1 = AnimElem >= 25
x = 3
y = 3

[State 3650, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,21
channel=2

[State 3650]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
value = 1,6
channel=1

[State 3650, HitSound]
type=playsnd
trigger1= movehit && numtarget
trigger1= !(target,time) && target,movetype=H
value=0,10
channel=0
ignorehitpause=1

[State 3650, SuperPause]
type=SuperPause
trigger1=Time=4
time=40
sound =S2000,0
anim =S5999
pos=50,-22
poweradd=-2000
darken=1
p2defmul=1

[State 3650, FX]
type = Explod
Anim = 6003
id=6003
trigger1 = AnimElem = 3
postype = P1
pos = -40,-35
bindtime = -1
removetime=100
removeongethit=1
sprpriority = 5
ownpal = 1

[State 3650]
type = HitDef
triggerall=var(54)<=4
trigger1 =  AnimElem = 3
trigger2 =  AnimElem = 4
trigger3 =  AnimElem = 5
trigger4 =  AnimElem = 6
trigger5 =  AnimElem = 7
trigger6 =  AnimElem = 8
trigger7 =  AnimElem = 9
trigger8 =  AnimElem = 10
trigger9 =  AnimElem = 11
trigger10 =  AnimElem = 12
animtype = Hard
air.animtype = low
attr = A, HA
damage = 26,3
getpower = 0
givepower = 10
hitflag = MAFD
guardflag = MA
pausetime = 1,6
SPARKNO = S7000
guard.sparkno = S7004
sparkxy =  -35,-95
;hitsound = S0,4
guardsound = S0,13
ground.type = low
ground.slidetime = 8
ground.hittime  = 15
ground.velocity = -5,0
guard.velocity = -2
guard.slidetime = 15
guard.hittime = 15
guard.ctrltime = 15
air.velocity = -5,0
air.hittime  = 20
airguard.velocity = -4,-.5
kill=0

[State 3650]
type = HitDef
triggerall=var(54)>=5
trigger1 =  AnimElem = 3
trigger2 =  AnimElem = 4
trigger3 =  AnimElem = 5
trigger4 =  AnimElem = 6
trigger5 =  AnimElem = 7
trigger6 =  AnimElem = 8
trigger7 =  AnimElem = 9
trigger8 =  AnimElem = 10
trigger9 =  AnimElem = 11
trigger10 =  AnimElem = 12
animtype = Hard
air.animtype = low
attr = A, HA
damage = 16,3
getpower = 0
givepower = 10
hitflag = MAFD
guardflag = MA
pausetime = 1,6
SPARKNO = S7000
guard.sparkno = S7004
sparkxy =  -35,-95
;hitsound = S0,4
guardsound = S0,13
ground.type = low
ground.slidetime = 8
ground.hittime  = 15
ground.velocity = -5,0
guard.velocity = -2
guard.slidetime = 15
guard.hittime = 15
guard.ctrltime = 15
air.velocity = -5,0
air.hittime  = 20
airguard.velocity = -4,-.5
kill=0

[State 3650]
type = HitDef
triggerall=var(54)>=11
trigger1 =  AnimElem = 3
trigger2 =  AnimElem = 4
trigger3 =  AnimElem = 5
trigger4 =  AnimElem = 6
trigger5 =  AnimElem = 7
trigger6 =  AnimElem = 8
trigger7 =  AnimElem = 9
trigger8 =  AnimElem = 10
trigger9 =  AnimElem = 11
trigger10 =  AnimElem = 12
animtype = Hard
air.animtype = low
attr = A, HA
damage = 10,3
getpower = 0
givepower = 10
hitflag = MAFD
guardflag = MA
pausetime = 1,6
SPARKNO = S7000
guard.sparkno = S7004
sparkxy =  -35,-95
;hitsound = S0,4
guardsound = S0,13
ground.type = low
ground.slidetime = 8
ground.hittime  = 15
ground.velocity = -5,0
guard.velocity = -2
guard.slidetime = 15
guard.hittime = 15
guard.ctrltime = 15
air.velocity = -5,0
air.hittime  = 20
airguard.velocity = -4,-.5
kill=0

[State 3650]
type = HitDef
trigger1 =  AnimElem = 13
animtype = Hard
air.animtype = low
attr = A, HA
damage = ifelse(var(54)>=11,5,100),4
getpower = 0
givepower = 10
hitflag = MAFD
guardflag = MA
pausetime = 6,6
SPARKNO = S7000
guard.sparkno = S7004
sparkxy =  -30,-95
;hitsound   = 0,2
guardsound = S0,13
guard.slidetime = 15
guard.hittime = 15
guard.ctrltime = 15
ground.type = high
ground.slidetime = 8
ground.hittime  = 15
ground.velocity = -20,-8
air.velocity = 7,0
air.hittime  = 20
airguard.velocity = 0
air.fall = 1
fall = 1
fall.recover = 0
fall.recovertime = 15
ID=3600
kill=0

[State 3650]
type = HitDef
triggerall = var(20) != 20
Trigger1 = Movehit
Trigger1 = Animelem=15
attr = A, NT
hitflag = AF
priority = 5, Miss
sparkno = -1
hitsound = s800,0
sprpriority = 0
damage=ifelse((prevstateno=[600,650]),10,50)
p1facing = 1;;;ifelse (command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 3653
p2stateno = 3655
guard.dist = 0
fall = 1
kill = 0

[State 3650]
type = HitDef
triggerall = var(20) = 20
Trigger1 = Movehit
Trigger1 = Animelem=15
attr = A, NT
hitflag = AF
priority = 5, Miss
sparkno = -1
hitsound = s800,0
damage=ifelse((prevstateno=[600,650]),10,50)
sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 3653
p2stateno = 3655
guard.dist = 0
fall = 1
kill = 0

[State 3650, RemoveExplod]
type=RemoveExplod
trigger1=Animelem>=15
id=6003
ignorehitpause=1

[State 3650, PosAdd]
type = PosAdd
trigger1 =Animelem=15
x = -15
y = 0

[State 3650, EnvColor]
type =EnvColor
trigger1= movehit && numtarget
trigger1= !(target,time) && target,movetype=H
value = 255,255,255
time = 1
under = 0
ignorehitpause = 1

[State 3650]
type =null;; ChangeState
trigger1 = !Numtarget
trigger1 = animelem=15
value = 3603
ctrl = 0

[State 3650]
type = ChangeState
trigger1 = animtime=0
value = 3603;;3651
ctrl = 0

;-------------------------------------------------
;HYPER GAMMA CHARGE AIR LvL2 Falling
[Statedef 3651]
type    = A
movetype= I
physics = N
anim = 3601
ctrl = 0

[State 3651, RemoveExplod]
type=RemoveExplod
trigger1=1
id=6003
ignorehitpause=1

[State 3651]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT

[State 3651]
type = Veladd
trigger1 = 1;;time >= 0
;;x = 0
y=1

[State 3651, PosAdd]
type = PosAdd
trigger1 = !Time
x=-7
y=-33

[State 3651]
type = Gravity
trigger1 = 1

[State 3651]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3652
ctrl=0

;-------------------------------------------------
;HYPER GAMMA CHARGE AIR LvL2 Landing
[Statedef 3652]
type    = S
movetype= I
physics = S
anim = 3602
ctrl = 0

[State 3652]
type = EnvShake
trigger1 = !Time
time = 6
freq = 60
ampl = -4
phase = 4

[State 3652]
type=Explod
anim=7011
trigger1=!Time
postype=P1
pos=0,0
persistent=0
sprpriority=-2
pausemovetime=999
supermovetime=999

[State 3652, PlaySnd]
type =PlaySnd
trigger1 =!Time
value =S52,0
channel =1

[State 3652, VelSet]
type =VelSet
trigger1 =1
x =0
y =0

[State 3652, PosSet]
type =PosSet
trigger1=1
y =0

[State 3652, ChangeState]
type = ChangeState
trigger1 = Animtime=0
value = 11
ctrl = 1

;-------------------------------------------------
;HYPER GAMMA CHARGE AIR LvL2 Throwing Opponent
[Statedef 3653]
type = A
movetype = I
physics = N
anim = 3653
velset = 0, 0
sprpriority = 2
ctrl = 0
poweradd = 0

[State 3653, PosAdd]
type = PosAdd
trigger1 =!Time
x = 20
y = 15

[State 3653, FX]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,0
channel=1

[State 3653, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,15
channel=2

[State 3653]
type = VarSet
trigger1 = var(20)=20
trigger1 = 1
v = 45
value = 1

[State 3653]
type = TargetBind
trigger1= numtarget && animelemtime(2)<0
pos = -90, -165

[State 3653]
type = SprPriority
trigger1 = AnimElem = 2
value = 0

[State 3653]
type = TargetBind
trigger1= numtarget && animelemtime(2)>=0 && animelemtime(3)<0
pos = -45, -145

[State 3653]
type = TargetBind
trigger1= numtarget && animelemtime(3)>=0 && animelemtime(4)<0
pos = 0, -145

[State 3653]
type =TargetBind
trigger1= numtarget && animelemtime(4)>=0 && animelemtime(5)<0
pos = 70, -145

[State 3653]
type = TargetBind
trigger1= numtarget && animelemtime(5)=0
pos = 110, -135

[State 3653]
type = TargetDrop
trigger1 = animelem = 6

[State 3653, Explod]
type = Explod
trigger1 = P2stateno =3656
ID =7013
anim =7013
postype = p2
pos = -20,20
facing=-1
bindtime = 1
sprpriority = 3
persistent = 0

[State 3653, HitAdd]
type =HitAdd
trigger1 = P2stateno =3656
value =Var(54)+1
persistent=0

[State 3653, Voice]
type = PlaySnd
trigger1 = P2stateno =3656
value = 1,20
channel=1
persistent=0

[State 3653]
type = EnvShake
trigger1=NumExplod(7013)>=1
trigger1=P2stateno=3566
time = 20
ampl = -6
freq = 150
persistent=0

[State 3653, VarSet]
type = VelSet
trigger1 =Animelem>=4
x=-7

[State 3653]
type=Helper
trigger1=(winko)
name="Sounds & FX"
Stateno=3005
ID=3005
persistent=0

[State 3653]
type =null;; ChangeState
triggerall = var(20) = 20
triggerall = p2life != 0
triggerall = ifelse(var(46)=20,power>=1000,power>=ifelse(life>=500,2000,1000))
trigger1 = time >= 38
value = 3700
ctrl = 0

[State 3653]
type = ChangeState
trigger1 = AnimTime = 0
value = 3651
ctrl = 0

;----------------------
;P2 Thrown across screen
[Statedef 3655]
type = A
movetype = H
physics = N
velset = 0,0
SprPriority = 0

[State 3655]
type = ChangeAnim2
trigger1 = time = 0
value = 3655

[State 3655]
type = VelSet
trigger1 = Animelem=5
x = -15
y = 0

[State 3655]
type = EnvShake
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 5
time = 15

[State 3655]
type = ChangeState
triggerall = time >= 22
triggerall = Pos Y < 0
trigger1 = BackEdgeBodyDist <= 20
value = 3656

;---------------------------------
;P2 Hit Wall
[Statedef 3656]
type = A
movetype = H
physics = N
velset = 0,0
SprPriority = 0

[State 3656]
type = ChangeAnim2
trigger1 = !Time
value = 3656

[State 3656]
type = PosFreeze
trigger1 = 1

[State 3656]
type = LifeAdd
trigger1 = !Time
value = -40
kill = 1
persistent = 0

[State 3656]
type = ChangeState
trigger1 = AnimTime = 0
value = 3657

;---------------------------------
;P2 goes up from wall hit
[Statedef 3657]
type = A
movetype = H
physics = N
sprpriority = -1

[State 3657]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 3657]
type = ChangeAnim2
trigger1 = time = 0
value = 3657

[State 3657]
type = posadd
trigger1 = time = 0
y = 60

[State 3657]
type = ScreenBound
trigger1 = time >=0
value = 0

[State 3657]
type = Velset
trigger1 = time = 0
x = 3
y = -9

[State 3657]
type = Gravity
trigger1 = 1

[State 3657]
type=selfstate
triggerall=vel y>0&&alive&&canrecover
trigger1=command="recovery"
value=ifelse((pos y>=-20),5200,5210)

[State 3657]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;-------------------------------------------------
;GAMMA BOMB
[Statedef 3700]
type    = A
movetype= A
physics = N
anim = 3700
velset = 0
ctrl = 0

[State 3700, Voice]
type = PlaySnd
trigger1 = Time=3
value = 2,73
channel=2

[State 3700, FX]
type = PlaySnd
trigger1 = Time=5
value = 0,22
channel=1

[State 3700, NotHitBy]
type = NotHitBy
trigger1 = Time<=4
value = SCA,AP,AT
time = 1

[State 3700, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SAC,NA,SA

[State 3700, Turn]
type = turn
triggerall = p2dist X <= -1
trigger1 = AnimElem = 2 

[State 3700, SuperPause]
type=SuperPause
trigger1=Time=4
time=40
;movetime=2
sound =S2000,0
anim =S5999
pos=-41,-25
poweradd=-1000
darken=1
p2defmul=1
unhittable=1

[State 3700, SuperPause]
type=SuperPause
trigger1=Time=4
time=40
anim =S5999
pos=77,-35

[State 3700, Velset]
type = VelSet
trigger1 = AnimElem = 2
x = 0
y = 20

[State 3700, End]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 3701
ctrl = 0

;------------------------------------------------
;GAMMA BOMB LAND
[Statedef 3701]
type    = S
movetype= A
physics = S
velset = 0
ctrl = 0

[State 3701]
type = changeanim
trigger1 = anim != 3701
value = 3701

[State 3701, FX]
type=Explod
trigger1=Time<2
trigger1=P2stateno=3752
anim = 7012
ID=7012
pos = -10,0
postype = p2
facing = 1
sprpriority = 3
ignorehitpause=1
persistent=0
bindtime = 1

[State 3701, Rocks]
type = helper
trigger1=Time<2
trigger1=P2stateno=3752
stateno = 4550
id = 4550
pos = 0,0
postype = p2
sprpriority =4
helpertype = normal
ownpal = 1
persistent=0

[State 3701, Rocks]
type = helper
trigger1=Time<2
trigger1=P2stateno=3752
stateno = 4555
id = 4555
pos = 0,0
postype = p2
sprpriority =-4
helpertype = normal
ownpal = 1

[State 3701]
type=Explod
anim=7010
trigger1=!Time
postype=P1
pos=0,0
sprpriority=-5
ignorehitpause=1
persistent=0
bindtime = 1

[State 3701, Dust]
type = Explod
trigger1=!Time
anim =17019
ID=17019
pos = 70,0
postype = p1
sprpriority = 2
facing=-1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 3701, Dust]
type = Explod
trigger1=!Time
anim =17019
ID=17019
pos = -35,0
postype = p1
sprpriority = 2
facing=1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 3701, StateTypeSet]
type=StateTypeSet
trigger1=animelem=7
statetype=A
movetype=I
physics=N

[State 3701, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 13
StateType = S
physics = S

[State 3701, FX]
type = PlaySnd
trigger1=Numexplod(7012)=1
value = 1,26
channel=0
persistent=0
ignorehitpause=1

[State 3701, Voice]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2,12
channel=2

[State 3701, FX]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1,5
channel=1

[State 3701, FX]
type = PlaySnd
trigger1 = AnimElem = 14
value = 0,14
channel=0

[State 3701, PosSet]
type = PosSet
trigger1 = animelemtime(8)<0
y = 0

[State 3701, Velset]
type = VelSet
trigger1 = !Time
x = 0
y = 0

[State 3701, Velset]
type = Velset
trigger1 = Animelem >= 7
trigger2 = Animelem <= 8
x = -8
y = -8

[State 3701, Velset]
type = Velset
trigger1 = Animelem >= 9
trigger2 = Animelem <= 10
x = -8
y = -2

[State 3701, Velset]
type = Velset
trigger1 = Animelem >= 11
trigger2 = Animelem <= 12
x = -6
y = 2

[State 3701, Velset]
type = Velset
trigger1 = Animelem >= 13
x = 0
y = 0

[State 3701, posset]
type = posset
trigger1 = Animelem = 14
y = 0

[State 3701, Turn]
type = turn
triggerall = p2dist X <= -1
trigger1 = AnimElem = 1

[State 3701, EnvShake]
type = EnvShake
trigger1 = !Time
time = 20
ampl = -9
freq = 120
phase = 1
removeongethit = 1

[State 3701, HitOverride]
type = HitOverride
trigger1 = 1
slot = 1
time = 20
attr = SCA, SA
stateno = 3701
ignorehitpause = 1
persistent = 0

[State 3701, HitOverride]
type = HitOverride
trigger1 = 1
slot = 2
time = 20
attr = SCA, HA
stateno = 3701
ignorehitpause = 1
persistent = 0

[State 3701, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT

[State 3701, Hit]
type = HitDef
trigger1 = animelem = 1
attr = A, HA
damage = ifelse(var(54)>=6,125,ifelse(var(54)>=10,65,285)),10
animtype = Heavy
guardflag = MA
hitflag = MAFD
getpower=0
givepower=50
priority = 7, Miss
pausetime = 6, 0
sparkno = S7001
guard.sparkno = S7004
sparkxy = -10, -10
hitsound = s1,0
guardsound = s0,12
airguard.velocity = -5
guard.velocity = -10
guard.slidetime = 15
guard.hittime = 15
guard.ctrltime = 25
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0 
p2stateno = 3752

[State 3701]
type=Explod
anim=7010
trigger1=Animelem=15
postype=P1
pos=0,0
persistent=0
sprpriority=-5
pausemovetime=999
supermovetime=999

[State 3701, FX]
type=Explod
trigger1=Time=70
trigger1=P2stateno=3752
anim = 6062
ID=6062
pos = 0,0
postype = p2
facing = 1
sprpriority = 3
ignorehitpause=1
persistent=0
bindtime = 1

[State 3701, FX]
type = PlaySnd
trigger1=Time=70
trigger1=P2stateno=3752
value = 0,18
channel=5

[State 3701, FX]
type = PlaySnd
trigger1=Time=70
trigger1=P2stateno=3752
value = 1,41
channel=4

[State 3701, EnvColor]
type =EnvColor
trigger1= movehit && numtarget
trigger1= !(target,time) && target,movetype=H
value = 255,255,255
time = 1
under = 0
ignorehitpause = 1

[State 3701, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------
;GAMMA BOMB P2 STATE
[Statedef 3702]
type    = L
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 3702, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 3702, Posadd]
type = Posadd
trigger1 = !Time
x = 30

[State 3702, ChangeAnim]
type = ChangeAnim
Trigger1 = 1
value = 5110

[State 3702, End]
type = SelfState
trigger1 = Time = 85
value = ifelse(alive=1,5120,5110)


;-------------------------------------------------
;GAMMA BOMB LvL2
[Statedef 3750]
type    = A
movetype= A
physics = N
anim = 3700
velset = 0
ctrl = 0

[State 3750, Voice]
type = PlaySnd
trigger1 = Time=3
value = 2,73
channel=2

[State 3750, FX]
type = PlaySnd
trigger1 = Time=5
value = 0,22
channel=1

[State 3750, NotHitBy]
type = NotHitBy
trigger1 = Time<=4
value = SCA,AP,AT
time = 1

[State 3750, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SAC,NA,SA

[State 3750, Turn]
type = turn
triggerall = p2dist X <= -1
trigger1 = AnimElem = 2

[State 3750, SuperPause]
type=SuperPause
trigger1=Time=4
time=40
;movetime=2
sound =S2000,0
anim =S5999
pos=-41,-25
poweradd=-2000
darken=1
p2defmul=1
unhittable=1

[State 3750, SuperPause]
type=SuperPause
trigger1=Time=4
time=40
anim =S5999
pos=77,-35

[State 3750, Velset]
type = VelSet
trigger1 = AnimElem = 2
x = 0
y = 20

[State 3750, End]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 3751
ctrl = 0

;------------------------------------------------
;GAMMA BOMB LvL2 LAND
[Statedef 3751]
type    = S
movetype= A
physics = S
velset = 0
ctrl = 0

[State 3751, changeanim]
type = changeanim
trigger1 = anim != 3701
value = 3701

[State 3751, FX]
type=Explod
trigger1=Time<2
trigger1=P2stateno=3752
anim = 7012
ID=7012
pos = -10,0
postype = p2
facing = 1
sprpriority = 3
ignorehitpause=1
persistent=0
bindtime = 1

[State 3751, Rocks]
type = helper
trigger1=Time<2
trigger1=P2stateno=3752
stateno = 4550
id = 4550
pos = 0,0
postype = p2
sprpriority =4
helpertype = normal
ownpal = 1
persistent=0

[State 3751, Rocks]
type = helper
trigger1=Time<2
trigger1=P2stateno=3752
stateno = 4555
id = 4555
pos = 0,0
postype = p2
sprpriority =-4
helpertype = normal
ownpal = 1

[State 3751]
type=Explod
anim=7010
trigger1=!Time
postype=P1
pos=0,0
sprpriority=-5
ignorehitpause=1
persistent=0
bindtime = 1

[State 3751, Dust]
type = Explod
trigger1=!Time
anim =17019
ID=17019
pos = 70,0
postype = p1
sprpriority = 2
facing=-1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 3751, Dust]
type = Explod
trigger1=!Time
anim =17019
ID=17019
pos = -35,0
postype = p1
sprpriority = 2
facing=1
bindtime = 1
ignorehitpause=1
removeongethit=1

[State 3751, StateTypeSet]
type=StateTypeSet
trigger1=animelem=7
statetype=A
movetype=I
physics=N

[State 3751, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 13
StateType = S
physics = S

[State 3751, FX]
type = PlaySnd
trigger1=Numexplod(7012)=1
value = 1,26
channel=0
persistent=0
ignorehitpause=1

[State 3751, Voice]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2,12
channel=2

[State 3751, FX]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1,5
channel=1

[State 3751, FX]
type = PlaySnd
trigger1 = AnimElem = 14
value = 0,14
channel=0

[State 3751, PosSet]
type = PosSet
trigger1 = animelemtime(8)<0
y = 0

[State 3751, Velset]
type = VelSet
trigger1 = !Time
x = 0
y = 0

[State 3751, Velset]
type = Velset
trigger1 = Animelem >= 7
trigger2 = Animelem <= 8
x = -8
y = -8

[State 3751, Velset]
type = Velset
trigger1 = Animelem >= 9
trigger2 = Animelem <= 10
x = -8
y = -2

[State 3751, Velset]
type = Velset
trigger1 = Animelem >= 11
trigger2 = Animelem <= 12
x = -6
y = 2

[State 3751, Velset]
type = Velset
trigger1 = Animelem >= 13
x = 0
y = 0

[State 3751, posset]
type = posset
trigger1 = Animelem = 14
y = 0

[State 3751, Turn]
type = turn
triggerall = p2dist X <= -1
trigger1 = AnimElem = 1

[State 3751, EnvShake]
type = EnvShake
trigger1 = !Time
time = 20
ampl = -9
freq = 120
phase = 1
removeongethit = 1

[State 3751, HitOverride]
type = HitOverride
trigger1 = 1
slot = 1
time = 20
attr = SCA, SA
stateno = 3701
ignorehitpause = 1
persistent = 0

[State 3751, HitOverride]
type = HitOverride
trigger1 = 1
slot = 2
time = 20
attr = SCA, HA
stateno = 3701
ignorehitpause = 1
persistent = 0

[State 3751, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT

[State 3751, Hit]
type = HitDef
trigger1 = animelem = 1
attr = A, HA
damage = ifelse(var(54)>=6,175,ifelse(var(54)>=10,95,325)),10
animtype = Heavy
guardflag = MA
hitflag = MAFD
getpower=0
givepower=50
priority = 7, Miss
pausetime = 6, 0
sparkno = S7001
guard.sparkno = S7004
sparkxy = -10, -10
hitsound = s1,0
guardsound = s0,12
airguard.velocity = -5
guard.velocity = -10
guard.slidetime = 15
guard.hittime = 15
guard.ctrltime = 25
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
p2stateno = 3752

[State 3751]
type=Explod
anim=7010
trigger1=Animelem=15
postype=P1
pos=0,0
persistent=0
sprpriority=-5
pausemovetime=999
supermovetime=999

[State 3751, FX]
type=Explod
trigger1=Time=70
trigger1=P2stateno=3752
anim = 6062
ID=6062
pos = 0,0
postype = p2
facing = 1
sprpriority = 3
ignorehitpause=1
persistent=0
bindtime = 1

[State 3751, FX]
type = PlaySnd
trigger1=Time=70
trigger1=P2stateno=3752
value = 0,18
channel=5

[State 3751, FX]
type = PlaySnd
trigger1=Time=70
trigger1=P2stateno=3752
value = 1,41
channel=4

[State 3751, EnvColor]
type =EnvColor
trigger1= movehit && numtarget
trigger1= !(target,time) && target,movetype=H
value = 255,255,255
time = 1
under = 0
ignorehitpause = 1

[State 3751, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------------------------------------------
;Gamma Bomb without 7689 anim
[Statedef 3752]
type =L
movetype =H
physics =N
velset =0,0
sprpriority=0

[State 3752, ChangeAnim2]
type =ChangeAnim2
trigger1 =!Time
value =3752

[State 3752, PosSet]
type =PosSet
trigger1 =!Time
y =0
ignorehitpause =1

[State 3752, AngleDraw]
type = AngleDraw
trigger1 = Time<=78
value = 0
scale = 1.2,0.3

[State 3752, ChangeAnim2]
type =null;; ChangeAnim2
trigger1 = Time >= 69
value = 5110

[State 3752, End]
type = SelfState
trigger1 = Time = 125;;105
value = ifelse(Alive,5120,5110)
;===============================================================================================
;                                             PARRY STATES
;===============================================================================================
;This block of code is edited from Mr. Fong so give him credit for his work
;Standing Parry
[Statedef 4000]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 125
facep2 = 1
sprpriority = 2

[State 4000, 1]
type = posset
trigger1 = 1
y = 0

[State 4000, 1]
type = PowerAdd
trigger1 = time = 0
value = 100

[State 4000, 2]
type=pause
trigger1=!time
time=15
movetime=15

[State 4000, 3]
type = HitBy
trigger1=time=[0,10]
time=1
value=SCA,AT

[State 4000, 3a]
type=posfreeze
trigger1=time=[0,10]
value=1

[State 4000, 4]
type = PalFX
trigger1 = time = 0
add = 80, 80, 255
sinadd= -80 ,-80, -255, 60
time = 10

[State 4000, 6]
type=Playsnd
trigger1=Time=1
value=4000,0

[State 4000]
type=Explod
Anim=7014
trigger1=time=2
postype=P1
pos=20,-78
bindtime=1
removeongethit=1
sprpriority=3
ownpal=1
scale=1,1
persistent=0
pausemovetime=999
supermovetime=999

[State 4000, debug]
type = assertspecial
trigger1 = time <= 11
flag = nowalk
flag2 = nostandguard
flag3 = nocrouchguard

[State 4000, CtrlSet]
type = CtrlSet
trigger1 = animelem = 4,=0
value = 1

[State 4000, 4]
type = ChangeState
triggerall = command = "holdback"
triggerall = inguarddist
trigger1 = animelem = 4,=0
value = 120

[State 4000, 4]
type = ChangeState
triggerall=var(20)=20
triggerall=p2bodydist X=[-20,20]
triggerall=P2life!=0
trigger1=animelem=4,=0
value = ifelse(random>=500,1300,120)

[State 4000, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Crouching Parry
[Statedef 4010]
type    = C
movetype = I
physics = C
ctrl = 0
velset = 0,0
anim = 126
facep2 = 1
sprpriority = 2

[State 4010, Effect]
type =null; BGpalfx
trigger1 = time = 0
add = 256, 256, 256
sinadd = 256 ,256, 256, -28
color = 256
time = 7
ignorehitpause = 1

[State 4010, 1]
type = posset
trigger1 = 1
y = 0

[State 4010, 1]
type = PowerAdd
trigger1 = time = 0
value = 100

[State 4010, 2]
type=pause
trigger1=!time
time=15
movetime=15

[State 4010, 3]
type = HitBy
trigger1=time=[0,10]
time=1
value=SCA,AT

[State 4010, 3]
type=posfreeze
trigger1=time<=10
value=1

[State 4010, 4]
type = PalFX
trigger1 = time = 0
add = 80, 80, 255
sinadd= -80 ,-80, -255, 60
time = 15

[State 4010, 5]
type = Playsnd
trigger1 = Time = 0
value = 2,13

[State 4010, 5]
type=Playsnd
trigger1=Time=1
value=4000,0

[State 4010]
type=Explod
Anim=7014
trigger1=time=2
postype=P1
pos=20,-78
bindtime=1
removeongethit=1
sprpriority=3
ownpal=1
scale=1,1
persistent=0
pausemovetime=999
supermovetime=999

[State 4010, debug]
type = assertspecial
trigger1 = time <= 11
flag = nowalk
flag2 = nostandguard
flag3 = nocrouchguard

[State 4010, 4]
type=ChangeState
triggerall=var(20)=20
triggerall=p2bodydist X=[-20,50]
triggerall=time=[8,11]
trigger1=P2life!=0
value=ifelse(random<=500,1304,ifelse(random>=800,430,131))

[State 4010, 4]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Aerial Parry
[Statedef 4020]
type    = A
movetype = I
physics = A
ctrl = 0
anim = 127
facep2 = 1
sprpriority = 2

[State 4020, Effect]
type =null; BGpalfx
trigger1 = time = 0
add = 256, 256, 256
sinadd = 256 ,256, 256, -28
color = 256
time = 7
ignorehitpause = 1

[State 4020, Debug]
type =null; Turn
trigger1 = time = 0
trigger1 = p2bodydist x < 0

[State 4020]
type=statetypeset
trigger1=time<=10
physics=N

[State 4020, 3]
type = HitBy
trigger1=time=[0,10]
time=1
value=SCA,AT

[State 4020, 3]
type=posfreeze
trigger1=time<=10
value=1

[State 4020]
type=statetypeset
trigger1=time>10
physics=A

[State 4020, 1]
type = PowerAdd
trigger1 = time = 0
value = 100

[State 4020, 2]
type=pause
trigger1=!time
time=15
movetime=15

[State 4020, 4]
type = PalFX
trigger1 = time = 0
add = 80, 80, 255
sinadd= -80 ,-80, -255, 60
time = 15

[State 4020, 5]
type = Playsnd
trigger1 = Time = 0
value = 2,13

[State 4020, 6]
type=Playsnd
trigger1=Time=1
value=4000,0

[State 4020]
type=Explod
Anim=7014
trigger1=time=2
postype=P1
pos=20,-78
bindtime=1
removeongethit=1
sprpriority=3
ownpal=1
scale=1,1
persistent=0
pausemovetime=999
supermovetime=999

[State 4020, debug]
type = assertspecial
trigger1 = time <= 11
flag = noairguard

[State 4020, 4]
type=ChangeState
triggerall=var(20)=20
triggerall=p2bodydist X =[-20,20]
triggerall=P2life!=0
trigger1=time>=8
value=ifelse((p2bodydist Y =[-50,0]),1310,ifelse(p2statetype!=A,660,132))
ctrl=0

[State 4020, 4]
type = CtrlSet
trigger1 = animelem = 3,=0
value = 1

[State 4020, 4]
type = ChangeState
triggerall = command = "holdback"
triggerall = inguarddist
trigger1 = animelem = 3,=0
value = 120

[State 4020, 4]
type = ChangeState
trigger1 = animtime = 0
value = 4030

;---------------------------------------------------------------------------
;Aerial Parry Debug
[Statedef 4030]
type    = A
physics = N
ctrl = 1

[State 4030, 1]
type = VelSet
trigger1 = Time = 0
y = -.5

[State 4030, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 41

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
persistent = 0
value = Anim + 3

[State 4030, 4]
type = VelAdd
trigger1 = Time >= 0
y = .4

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y > 0
value = 52

;================================================================================================
;                                         SF3 LIFEBARS
;================================================================================================
;Lifebar
[Statedef 4100]
type=S
anim=4100
sprpriority=5

[State 4100]
type=VarSet
trigger1=power=[0,999]
var(15)=0

[State 4100]
type=VarSet
trigger1=power=[1000,1999]
var(15)=1

[State 4100]
type=VarSet
trigger1=power=[2000,2999]
var(15)=2

[State 4100]
type=VarSet
trigger1=power>=3000
var(15)=3

[State 4100]
type=removeexplod
trigger1= numexplod(7032)=1
trigger1= var(15)!=0
ID=7032

[State 4100]
type=removeexplod
trigger1= numexplod(7033)=1
trigger1= var(15)!=1
ID=7033

[State 4100]
type=removeexplod
trigger1= numexplod(7034)=1
trigger1= var(15)!=2
ID=7034

[State 4100]
type=removeexplod
trigger1= numexplod(7035)=1
trigger1= var(15)!=3
ID=7035

[State 4100]
type=removeexplod
trigger1= numexplod(7037)=1
trigger1= var(15)!=0
ID=7037

[State 4100]
type=removeexplod
trigger1= numexplod(7038)=1
trigger1= var(15)!=1
ID=7038

[State 4100]
type=removeexplod
trigger1= numexplod(7039)=1
trigger1= var(15)!=2
ID=7039

[State 4100]
type=removeexplod
trigger1= numexplod(7040)=1
trigger1= var(15)!=3
ID=7040

[State 4100]
type=Explod
triggerall=TeamSide=1
trigger1= var(15)=0 && numexplod(7032)=0
trigger2= var(15)=1 && numexplod(7033)=0
trigger3= var(15)=2 && numexplod(7034)=0
trigger4= var(15)=3 && numexplod(7035)=0
anim=7032+var(15)
ID=7032+var(15)
pos=124,233
postype=left
pausemovetime=-1
supermovetime=-1
bindtime=-1
removetime=-1
ownpal=1
ontop=1
scale=1,1

[State 4100]
type=Explod
triggerall=TeamSide=2
trigger1= var(15)=0 && numexplod(7037)=0
trigger2= var(15)=1 && numexplod(7038)=0
trigger3= var(15)=2 && numexplod(7039)=0
trigger4= var(15)=3 && numexplod(7040)=0
anim=7037+var(15)
ID=7037+var(15)
pos=-127,233
postype=right
pausemovetime=-1
supermovetime=-1
bindtime=-1
removetime=-1
ownpal=1
ontop=1
scale=1,1

[State 4100]
type=Explod
triggerall=TeamSide=1
trigger1= numexplod(7036)=0
anim=7036
ID=7036
pos=124,233
postype=left
pausemovetime=-1
supermovetime=-1
bindtime=-1
removetime=-1
ownpal=1
ontop=1
sprpriority=4
scale=1,1

[State 4100]
type=Explod
triggerall=TeamSide=2
trigger1= numexplod(7041)=0
anim=7041
ID=7041
pos=-126,233
postype=right
pausemovetime=-1
supermovetime=-1
bindtime=-1
removetime=-1
ownpal=1
ontop=1
sprpriority=4
scale=1,1

[State 4100]
type = modifyexplod
trigger1= var(15)=0
scale= power / 1000.0, 1
ID=7036

[State 4100]
type = modifyexplod
trigger1= var(15)=1
scale= (power-1000) / 1000.0, 1
ID=7036

[State 4100]
type = modifyexplod
trigger1= var(15)=2
scale= (power-2000) / 1000.0, 1
ID=7036

[State 4100]
type = modifyexplod
trigger1= var(15)=3
scale= 1, 1
ID=7036

[State 4100]
type = modifyexplod
trigger1= var(15)=0
scale= power / 1000.0, 1
ID=7041

[State 4100]
type = modifyexplod
trigger1= var(15)=1
scale= (power-1000) / 1000.0, 1
ID=7041

[State 4100]
type = modifyexplod
trigger1= var(15)=2
scale= (power-2000) / 1000.0, 1
ID=7041

[State 4100]
type = modifyexplod
trigger1= var(15)=3
scale= 1, 1
ID=7041

;[State 4100,invisable]
;type = ModifyExplod
;triggerall = NumExplod(7032)
;trigger1 = parent,var(13)
;Id = 7032
;scale = 0,0
;ignorehitpause = 1
;================================================================================================
;                                 NORMAL ATTACK KO HELPER STATE
;================================================================================================
;NORMAL ATTACK KO HELPER STATE
[Statedef 4200]
type=S
velset=0,0
anim=9741

[State 4200]
type=parentVarSet
trigger1=time=0
var(58)=-2

[State 4200]
type=Pause
triggerall=Parent,stateno!=420
triggerall=Parent,stateno!=1502
trigger1=(Time%2)=0
trigger1=Time<=5
time=4

[State 4200]
type=PlaySnd
triggerall=time = 0
trigger1=Parent,stateno=[200,205]
trigger2=Parent,stateno=400
trigger3=Parent,stateno=600
trigger4=Parent,stateno=601
value=s0,25
volume=255

[State 4200]
type=PlaySnd
triggerall=time=0
trigger1=Parent,stateno=[210,215]
trigger2=Parent,stateno=410
trigger3=Parent,stateno=610
trigger4=Parent,stateno=611
value=s0,26
volume=255

[State 4200]
type=PlaySnd
triggerall=time=0
trigger1=Parent,stateno=[220,225]
trigger2=Parent,stateno=620
trigger3=Parent,stateno=621
value=s0,27
volume=255

[State 4200]
type=PlaySnd
triggerall=time=0
trigger1=Parent,stateno=420
trigger2=Parent,stateno=260
trigger3=Parent,stateno=246
value=s0,28
volume=255

[State 4200]
type=PlaySnd
triggerall=time=0
trigger1=Parent,stateno=[230,235]
trigger2=Parent,stateno=430
trigger3=Parent,stateno=630
value=s0,29
volume=255

[State 4200]
type=PlaySnd
triggerall=time=0
trigger1=Parent,stateno=[240,246]
trigger2=Parent,stateno=440
trigger3=Parent,stateno=640
value=s0,30
volume=255

[State 4200]
type=PlaySnd
triggerall=time=0
trigger1=Parent,stateno=[250,255]
trigger2=Parent,stateno=650
value=s0,30
volume=255

[State 4200]
type=PlaySnd
triggerall=time=0
trigger1=Parent,stateno=450
trigger2=Parent,stateno=655
value=s0,31
volume=255

[State 4200]
type=PlaySnd
triggerall=time=0
trigger1=Parent,stateno=[1000,1999]
value=s3000,0
volume=255

[State 4200]
type=EnvShake
trigger1=time=0
trigger1=Parent,stateno=[1000,1999]
time=14
ampl=-3
freq=160
phase=1

[State 4200, fadein from White]
type=BGPalFx
triggerall=Parent,stateno!=1502
triggerall=Parent,stateno!=1009
trigger1=time=0
trigger1=Parent,stateno=[1000,1999]
time=25
add=255,255,255
sinadd=-255,-255,-255,150
ignorehitpause=1
persistent=0
pausemovetime=9999

[State 4200, fadein from White]
type=BGPalFX
triggerall=Parent,stateno!=1502
triggerall=Parent,stateno!=1009
trigger1=Time=35
triggerall=Parent,stateno!=1013
trigger1=Parent,stateno=[1000,1999]
;trigger1=Parent,stateno!=[200,999]
time=24
add=255,255,255
sinadd=255,255,255,120
persistent=0
ignorehitpause=1

[State 4200]
type=DestroySelf
trigger1=time=100

;================================================================================================
;                                    HYPER ATTACK KO HELPER STATE
;================================================================================================
;HYPER ATTACK KO HELPER STATE
[Statedef 4300]
type=S
velset=0,0
anim=9741

[State 4300]
type=parentVarSet
trigger1=time=0
var(58)=-2

[State 4300]
type=PlaySnd
triggerall=time=0
triggerall=P2bodydist x !=[-43,43]
trigger1=Parent,stateno=3400
value=s0,32
volume=255

[State 4300]
type=PlaySnd
triggerall=time=9
triggerall=P2bodydist x=[-43,43]
trigger1=Parent,stateno=3400
value=s0,32
volume=255

[State 4300]
type=PlaySnd
triggerall=time=0
trigger1=Parent,stateno=[3001,3999]
value=s3000,1
volume=255

[State 4300]
type=EnvShake
trigger1=time=0
time=14
ampl=-3
freq=160
phase=1

[State 4300]
type=Pause
trigger1=time=0
time=5
movetime=5

[State 4300,Blackout BG]
type=BGPalFX
trigger1=Time=0
add=-256,-256,-256
time=66  

[State 4300, fadein from black]
type=BGPalFX
trigger1=Time=35
time=24
add=-255,-255,-255
sinadd=255,255,255,120

[state 4300]
type = assertspecial
trigger1 = time <= 42
flag = nofg

[State 4300]
type=DestroySelf
trigger1=time=100

;================================================================================================
;                                            FIRST ATTACK
;================================================================================================
;FIRST ATTACK
[Statedef 4400]
type = s
movetype = i
physics = n
anim=9741

[State 4400, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[State 4400, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4400, First Attack]
type = Helper
triggerall = !numpartner ; <--prevents it in sim mode, ill update that later
trigger1 = time = 1 && !numhelper(4401)
helpertype = normal 
name = "First attack"
ID = 4401
stateno = 4402
pos = 0,-99999999999999999
postype = left 
ownpal = 0
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1
persistent = 0

[State 4400, First Attack]
type = Helper
triggerall = Teamside=1 && LifeMax
triggerall = NumPartner = 1
trigger1 = time = 1 && !numhelper(4401)
helpertype = normal 
name = "First attack"
ID = 4401
stateno = 4402
pos = 0,-99999999999999999
postype = left 
ownpal = 0
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1
persistent = 0

;-------------------------------------
;FIRST ATTACK
[Statedef 4402]
type = S
physics = n
ignorehitpause = 1
anim=9741

[State 4402, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 4402, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 4402, P1 Explod]
type = Explod
triggerall=numenemy
triggerall = enemy,alive
triggerall = teamside = 1
triggerall = !enemy,moveguarded
trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
anim = 4400
ID = 4400
pos = 8,60
postype = left
bindtime = -1
removetime = 140
supermovetime = 999
pausemovetime = 999
scale = 1,.8
sprpriority = 1
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 4402, P2 Explod]
type = Explod
triggerall=numenemy
triggerall = enemy,alive
triggerall = teamside = 2
triggerall = !enemy,moveguarded
trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
anim = 4401
ID = 4401
pos = 238,60
postype = left
bindtime = -1
removetime = 140
supermovetime = 999
pausemovetime = 999
scale = 1,.8
sprpriority = 1
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 4402, PlaySnd]
type = PlaySnd
trigger1 = NumExplod(4400) = 1 || NumExplod(4401) = 1
value = S4000,4
channel = 5

[State 4402, PowerAdd]
type = poweradd
trigger1 = NumExplod(4400) = 1 || NumExplod(4401) = 1
value = ifelse(numpartner=1,500,1000)
persistent=0

[State 4402, DestroySelf]
type = DestroySelf
triggerall=numenemy
triggerall = (!root,moveguarded || !enemy,moveguarded)
triggerall = root,stateno != [120,155]
triggerall = enemy,stateno != [120,155]
trigger1 = (root,movehit && enemy,movetype = H) || (enemy,movetype = H || root,movetype = H)

;================================================================================================
;                                            ROCK EXPLODE
;================================================================================================
;Rocks
[Statedef 4500]
type = A
velset = 0,0
anim = 9999
ctrl = 0

[State 4500]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 4500, FX]
type = PlaySnd
trigger1 = time = 0
value =1,60
channel=0

[State 4500, helper]
type = helper
trigger1 = time = 0
stateno = 4501
id = 4501
pos = -25+random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
scale=1.5,1.5
keyctrl = 0 

[State 4500, helper]
type = helper
trigger1 = time = 0
stateno = 4501
id = 4501
pos = -25+random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
scale=1.5,1.5
keyctrl = 0 

[State 4500, helper]
type = helper
trigger1 = time = 0
stateno = 4501
id = 4501
pos = -25+random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
scale=1.5,1.5
keyctrl = 0 

[State 4500, helper]
type = helper
trigger1 = time = 0
stateno = 4501
id = 4501
pos = -25+random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
scale=1.5,1.5
keyctrl = 0 

[State 4500, helper]
type = helper
trigger1 = time = 0
stateno = 4501
id = 4502
pos = random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
scale=1.5,1.5
keyctrl = 0 

[State 4500, helper]
type = helper
trigger1 = time = 0
stateno = 4501
id = 4502
pos = random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
scale=1.5,1.5
keyctrl = 0 

[State 4500, helper]
type = helper
trigger1 = time = 0
stateno = 4501
id = 4502
pos = random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
scale=1.5,1.5
keyctrl = 0 

[State 4500, helper]
type = helper
trigger1 = time = 0
stateno = 4501
id = 4502
pos = random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
scale=1.5,1.5
keyctrl = 0 

[State 4500, DestroySelf]
type = DestroySelf
trigger1 = time = 1

;-------------------------------------
;Rocks Flying
[Statedef 4501]
type = A
velset = (-3.0+Random%6*0.6)*ifelse(Ishelper(4502)=1,-1,1),-3.0-Random%11*.4
anim = 7800+random%3*10
sprpriority = 4
ctrl = 0

[State 4501]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 4501, veladd]
type = veladd
trigger1 = 1
y = .50

[State 4501, ChangeState]
type = ChangeState
trigger1 = time > 0
trigger1 = Pos Y >= random%6 && Vel Y > 0
value = 4502

;-------------------------------------
;Rocks Breakup
[Statedef 4502]
type = S
velset = 0,0
sprpriority = 4
ctrl = 0

[State 4502, Changeanim]
type = changeanim
trigger1 = !time
value = anim+1

[State 4502]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 4502, DestroySelf]
type = DestroySelf
trigger1 = !animtime

;---------------------------------------------------------
;Big Rocks
[Statedef 4550]
type = A
velset = 0,0
anim = 9999
ctrl = 0

[State 4550]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 4550, FX]
type = PlaySnd
trigger1 = time = 0
value =1,61
channel=0

[State 4550, helper]
type = helper
trigger1 = time = 0
stateno = 4551
id = 4551
pos = -25+random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
scale=1.5,1.5
keyctrl = 0 

[State 4550, helper]
type = helper
trigger1 = time = 0
stateno = 4551
id = 4551
pos = -25+random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
scale=1.5,1.5
keyctrl = 0 

[State 4550, helper]
type = helper
trigger1 = time = 0
stateno = 4551
id = 4551
pos = -25+random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
scale=1.5,1.5
keyctrl = 0 

[State 4550, helper]
type = helper
trigger1 = time = 0
stateno = 4551
id = 4551
pos = -25+random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
scale=1.5,1.5
keyctrl = 0 

[State 4550, helper]
type = helper
trigger1 = time = 0
stateno = 4551
id = 4552
pos = random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
scale=1.5,1.5
keyctrl = 0 

[State 4550, helper]
type = helper
trigger1 = time = 0
stateno = 4551
id = 4552
pos = random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
scale=1.5,1.5
keyctrl = 0 

[State 4550, helper]
type = helper
trigger1 = time = 0
stateno = 4551
id = 4552
pos = random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
scale=1.5,1.5
keyctrl = 0 

[State 4550, helper]
type = helper
trigger1 = time = 0
stateno = 4551
id = 4552
pos = random%6*5,0
postype = p1
sprpriority = 4
helpertype = normal
ownpal = 1
scale=1.5,1.5
keyctrl = 0 

[State 4550, DestroySelf]
type = DestroySelf
trigger1 = time = 1

;-------------------------------------
;Rocks Flying
[Statedef 4551]
type = A
velset = (-3.0+Random%6*0.6)*ifelse(Ishelper(4552)=1,-1,1),-5.0-Random%11*.4
anim = 17800+random%3
sprpriority = 4
ctrl = 0

[State 4551]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 4551, veladd]
type = veladd
trigger1 = 1
y = .50

[State 4551, ChangeState]
type = ChangeState
trigger1 = time > 0
trigger1 = Pos Y >= random%6 && Vel Y > 0
value = 4552

;-------------------------------------
;Rocks Breakup
[Statedef 4552]
type = S
velset = 0,0
sprpriority = 4
ctrl = 0

[State 4552, FX]
type = PlaySnd
trigger1 = !time
value =1,62
channel=1

[State 4552, Changeanim]
type = changeanim
trigger1 = !time
value = anim+10

[State 4552]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 4552, DestroySelf]
type = DestroySelf
trigger1 = !animtime


;---------------------------------------------------------
;Big Rocks
[Statedef 4555]
type = A
velset = 0,0
anim = 9999
ctrl = 0

[State 4555]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 4555, FX]
type = PlaySnd
trigger1 = time = 0
value =1,61
channel=0

[State 4555, helper]
type = helper
trigger1 = time = 0
stateno = 4556
id = 4551
pos = -25+random%6*5,0
postype = p1
sprpriority = -4
helpertype = normal
ownpal = 1
scale=1.9,1.9
keyctrl = 0 

[State 4555, helper]
type = helper
trigger1 = time = 0
stateno = 4556
id = 4551
pos = -25+random%6*5,0
postype = p1
sprpriority = -4
helpertype = normal
ownpal = 1
scale=1.9,1.9
keyctrl = 0 

[State 4555, helper]
type = helper
trigger1 = time = 0
stateno = 4556
id = 4551
pos = -25+random%6*5,0
postype = p1
sprpriority = -4
helpertype = normal
ownpal = 1
scale=1.9,1.9
keyctrl = 0 

[State 4555, helper]
type = helper
trigger1 = time = 0
stateno = 4556
id = 4551
pos = -25+random%6*5,0
postype = p1
sprpriority = -4
helpertype = normal
ownpal = 1
scale=1.9,1.9
keyctrl = 0 

[State 4555, helper]
type = helper
trigger1 = time = 0
stateno = 4556
id = 4552
pos = random%6*5,0
postype = p1
sprpriority = -4
helpertype = normal
ownpal = 1
scale=1.9,1.9
keyctrl = 0 

[State 4555, helper]
type = helper
trigger1 = time = 0
stateno = 4556
id = 4552
pos = random%6*5,0
postype = p1
sprpriority = -4
helpertype = normal
ownpal = 1
scale=1.9,1.9
keyctrl = 0 

[State 4555, helper]
type = helper
trigger1 = time = 0
stateno = 4556
id = 4552
pos = random%6*5,0
postype = p1
sprpriority = -4
helpertype = normal
ownpal = 1
scale=1.9,1.9
keyctrl = 0 

[State 4555, helper]
type = helper
trigger1 = time = 0
stateno = 4556
id = 4552
pos = random%6*5,0
postype = p1
sprpriority = -4
helpertype = normal
ownpal = 1
scale=1.9,1.9
keyctrl = 0

[State 4555, DestroySelf]
type = DestroySelf
trigger1 = time = 1

;-------------------------------------
;Rocks Flying
[Statedef 4556]
type = A
velset = (-4.0+Random%6*0.6)*ifelse(Ishelper(4552)=1,-1.4,1.5),-5.0-Random%11*.4
anim = 17800+random%3
sprpriority = -4
ctrl = 0

[State 4556]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 4556, veladd]
type = veladd
trigger1 = 1
y = .50

[State 4556, ChangeState]
type = ChangeState
trigger1 = time > 0
trigger1 = Pos Y >= random%6 && Vel Y > 0
value = 4557

;-------------------------------------
;Rocks Breakup
[Statedef 4557]
type = S
velset = 0,0
sprpriority = -4
ctrl = 0

[State 4557, FX]
type =null;; PlaySnd
trigger1 = !time
value =1,62
channel=1

[State 4557, Changeanim]
type = changeanim
trigger1 = !time
value = anim+10

[State 4557]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 4557, DestroySelf]
type = DestroySelf
trigger1 = !animtime
;================================================================================================
;                                         COLLAPSE/CHEAP DEATH
;================================================================================================
; Collapse/Cheap Death
[Statedef 5130]
type = S
movetype = H
physics = S
anim = 5130
;anim = 5130 + (2 * (statetype = C))

[State 5130]
type = DefenceMulSet
trigger1 = 1
value = 1
ignorehitpause = 1

[State 5130, PlaySnd]
type = PlaySnd
trigger1 = Animelem=12
value = S2,1
channel = 2

[State 5130]
type=posset
trigger1=1
y=0

[State 5130]
type = nothitby
trigger1=1
value = SCA,AA,AP,AT
time=1

[State 5130, Cheap!!]
type = Explod
trigger1 = NumExplod(8003) = 0
trigger1 = !Time
anim = 8003
sprpriority = 4
postype = Left
pos = ifelse(TeamSide = 2,300,80),55
bindtime = -1
supermove = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
ontop = 1
scale=1,.8
size.shadowoffset = -9999
id = 8003

[State 5130]
type = ChangeState
trigger1 = anim = 5130 || anim = 5132
trigger1 = animtime = 0
value = 5131

;---------------------------------------------------------------------------
; Collapse (lying Down)
[Statedef 5131]
type = L
movetype = H
physics = C
anim = 5131

[State 5131]
type = playsnd
triggerall = alive = 0
trigger1 = time= 13
value = 0,22
channel = 1
volume=255

[State 5131]
type = playsnd
triggerall = alive = 0
trigger1 = time= 31
value = 0,23
channel = 1
volume=255

[State 5131]
type=posset
trigger1=1
y=0

[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem=3
x = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem=5
x = -50

[State 5131]
type = nothitby
trigger1=1
value = SCA,AA,AP,AT
time=1

[State 5131, fade to black]
type =null; BGPalFx
trigger1 = Time = 0
time = 18
sinadd = -255,-255,-255,72
invertall = 0

[State 5131, black]
type =null; BGPalFX
trigger1 = Time = 13
add = -256,-256,-256
time = 20  

[State 5131,fade in from black]
type =null; BGPalFx 
trigger1 = time = 33
time = 24
add = -255,-255,-255
sinadd = 255,255,255,120

[State 5131]
type = ChangeState
trigger1 = !AnimTime
value = 5110

;================================================================================================
;                                            Wall Hit
;================================================================================================
;Wall Hit
[Statedef 4600]
type    = A
movetype= H
physics = N

[State 4600, Velocity]
type = HitVelSet
trigger1 = !Time
x = 1
y = 1

[State 4600, Gravity]
type = VelAdd
trigger1 = 1
y = .45

[State 4600, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 4600, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 4601

[State 4600, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
; Wall Hit - Hit Wall
; (a custom gethit state)
[Statedef 4601]
type    = A
movetype= H
physics = N

[State 4601, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 4601, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 4601, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 4601, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 4601, Spark]
type = Explod
trigger1 = !Time
anim = 7013
pos = 0,floor(screenpos y)-50
postype = back
sprpriority = 3

[State 4601, Anim]
type = ChangeAnim2
trigger1 = !Time
value = 4601

[State 4601, Sound]
type = PlaySnd
trigger1 = !Time
value = S1,54
channel=0

[State 4601, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 4602

;------------------
; Wall Hit - Bounce off Wall
[Statedef 4602]
type    = A
movetype= H
physics = N

[State 4602, 1]
type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 4602, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 4602, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 4602, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 4602, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 4602, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 4602, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 4602, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 4602, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 4602, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;================================================================================================
;                                            Body Flames
;================================================================================================
; Smoke FX & Body Flames
[Statedef 4700]
type=A
movetype=A
velset=0,0
anim=9741;;9742

[State 4700]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 4700, Sizzle FX]
type=null;;PlaySnd
trigger1=(Time%22)=0
trigger1=enemy, Stateno!=[5100,5110]
value=1,Ifelse(random>=500,40,41)
channel=1

[State 4700, Sizzle FX]
type=PlaySnd
trigger1=(Time%22)=0
trigger1=enemy, Stateno!=[5100,5110]
value=1,56+(Random % 4);;;If you A Total Of 4
channel=1

[State 4700, Smoke]
type=explod
trigger1=(Time%6)=0
anim=7020
ID=7020
sprpriority=3
postype=p2
vel=-.2,-.75
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))-20
random=40,40
removetime=-2
scale=ifelse(random>=500,1.3,1),ifelse(random>=500,1.3,1)
ownpal=1

[State 4700, Smoke & Flames]
type=null;;explod
trigger1=(Time%9)=0
anim=7029
ID=7029
sprpriority=3
postype=p2
vel=-.2,-.75
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))-20
random=40,40
scale=.7,.7
facing=-1
removetime=-2
scale=ifelse(random>=500,1.3,1),ifelse(random>=500,1.3,1)
ownpal=1

[State 4700, Body Flame]
type =Explod
trigger1=!Time;;;(Time%9) = 0
anim = 16060;;17026
id = 16060;;17026
postype = p2
pos = -15,-65
random = 20,20
facing=-1
bindtime = -1
;removetime=65
sprpriority = 5
scale=.7,.7
ownpal = 1

[State 4700, Body Flame]
type = Explod
trigger1=!Time;;(Time%9) = 0
anim = 16060;;17026
id = 16060;;17026
postype = p2
pos = 10,-20
random = 20,20
facing=-1
bindtime = -1
;removetime=65
sprpriority = 5
scale=.7,.7
ownpal = 1

[State 4700,]
type=posadd
trigger1=1
x=ceil(p2dist x)
y=ceil(p2dist y)

[State 4700, posset]
type =PosSet
trigger1 = !time
y = 0

[State 4700, afterimage]
type = AfterImageTime
trigger1 = time = 0
time = 0

[State 4700, end]
type=destroyself
trigger1= time>=125
trigger2= enemy, Stateno=5300||enemy, Stateno=5120||enemy, Stateno=5100||enemy, Stateno=9001
trigger3= (enemynear,ctrl)
trigger4= (enemy, StateNo = [4000,4999])
trigger5= Numhelper(4755)>=1
trigger6= (enemy, stateno=[130,159])
;-------------------------------------- 
; Smoke FX & Body Flames 2
[Statedef 4701]
type=A
movetype=A
velset=0,0
anim=9741;;9742

[State 4701]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 4701, Sizzle FX]
type=null;;PlaySnd
trigger1=(Time%22)=0
trigger1=enemy, Stateno!=[5100,5110]
value=1,Ifelse(random>=500,40,41)
channel=1

[State 4701, Sizzle FX]
type=PlaySnd
trigger1=(Time%22)=0
trigger1=enemy, Stateno!=[5100,5110]
value=1,56+(Random % 4);;;If you A Total Of 4
channel=1

[State 4701, Smoke]
type=explod
trigger1=(Time%6)=0
anim=7020
ID=7020
sprpriority=3
postype=p2
vel=-.2,-.75
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))-20
random=40,40
removetime=-2
scale=ifelse(random>=500,1.3,1),ifelse(random>=500,1.3,1)
ownpal=1

[State 4701, Smoke & Flames]
type=null;;explod
trigger1=(Time%9)=0
anim=7029
ID=7029
sprpriority=3
postype=p2
vel=-.2,-.75
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))-20
random=40,40
scale=.7,.7
facing=-1
removetime=-2
scale=ifelse(random>=500,1.3,1),ifelse(random>=500,1.3,1)
ownpal=1

[State 4701, Body Flame]
type =Explod
trigger1=(Time%8) = 0
anim = 16060
id = 16060
postype = p2
pos = -15,-45
random = 20,20
facing=-1
bindtime = -1
;removetime=65
sprpriority = 5
scale=.7,.7
ownpal = 1

[State 4701, Body Flame]
type = Explod
trigger1=(Time%8) = 0
anim = 16060
id = 16060
postype = p2
pos = 10,0
random = 20,20
facing=-1
bindtime = -1
;removetime=65
sprpriority = 5
scale=.7,.7
ownpal = 1

[State 4701, posadd]
type=posadd
trigger1=1
x=ceil(p2dist x)
y=ceil(p2dist y)

[State 4701, posset]
type =PosSet
trigger1 = !time
y = 0

[State 4701, afterimage]
type = AfterImageTime
trigger1 = time = 0
time = 0

[State 4701, end]
type=destroyself
trigger1= time>=125
trigger2= enemy, Stateno=5300||enemy, Stateno=5120||enemy, Stateno=5100||enemy, Stateno=9001
trigger3= (enemynear,ctrl)
trigger4= (enemy, StateNo = [4000,4999])
trigger5= Numhelper(4755)>=1
trigger6= (enemy, stateno=[130,159])
;-------------------------------------- 
; Smoke FX & Body Flames
[Statedef 4702]
type=A
movetype=A
velset=0,0
anim=9741;;9742

[State 4702]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 4702, Sizzle FX]
type=null;;PlaySnd
trigger1=(Time%22)=0
trigger1=enemy, Stateno!=[5100,5110]
value=1,Ifelse(random>=500,40,41)
channel=1

[State 4702, Sizzle FX]
type=PlaySnd
trigger1=(Time%22)=0&&Time<=30
trigger1=enemy, Stateno!=[5100,5110]
value=1,56+(Random % 4);;;If you A Total Of 4
channel=1

[State 4702, Smoke]
type=explod
trigger1=!Time;;(Time%6)=0
anim=7020
ID=7020
sprpriority=3
postype=p2
vel=-.2,-.75
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))-20
random=40,40
removetime=-2
scale=ifelse(random>=500,1.3,1),ifelse(random>=500,1.3,1)
ownpal=1

[State 4702, Smoke & Flames]
type=null;;explod
trigger1=(Time%9)=0
anim=7029
ID=7029
sprpriority=3
postype=p2
vel=-.2,-.75
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))-20
random=40,40
scale=.7,.7
facing=-1
removetime=-2
scale=ifelse(random>=500,1.3,1),ifelse(random>=500,1.3,1)
ownpal=1

[State 4702, Body Flame]
type =Explod
trigger1=!Time
anim = 16060
id = 16060
postype = p2
pos = -15,-65
random = 20,20
facing=-1
bindtime = -1
;removetime=65
sprpriority = 5
scale=.7,.7
ownpal = 1

[State 4702, Body Flame]
type = Explod
trigger1=!Time
anim = 16060
id = 16060
postype = p2
pos = 10,-20
random = 20,20
facing=-1
bindtime = -1
;removetime=65
sprpriority = 5
scale=.7,.7
ownpal = 1

[State 4702,]
type=posadd
trigger1=1
x=ceil(p2dist x)
y=ceil(p2dist y)

[State 4702, posset]
type =PosSet
trigger1 = !time
y = 0

[State 4702, afterimage]
type = AfterImageTime
trigger1 = time = 0
time = 0

[State 4702, end]
type=destroyself
trigger1= !Animtime
trigger2= enemy, Stateno=5300||enemy, Stateno=5120||enemy, Stateno=5100||enemy, Stateno=9001
trigger3= (enemynear,ctrl)
trigger4= (enemy, StateNo = [4000,4999])
trigger5= time>=125
trigger6= (enemy, stateno=[130,159])
;-------------------------------------- 
; Smoke FX & Body Flames Hyper
[Statedef 4750]
type=A
movetype=A
velset=0,0
anim=9741;;9742

[State 4750]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 4750, Sizzle FX]
type=null;;PlaySnd
trigger1=(Time%22)=0
trigger1=enemy, Stateno!=[5100,5110]
value=1,Ifelse(random>=500,40,41)
channel=1

[State 4750, Sizzle FX]
type=PlaySnd
trigger1=(Time%22)=0
trigger1=enemy, Stateno!=[5100,5110]
value=1,56+(Random % 4);;;If you A Total Of 4
channel=1

[State 4750, Grey Smoke]
type=explod
trigger1=(Time%6)=0
anim=7020
ID=7020
sprpriority=3
postype=p2
vel=-.2,-.75
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))-20
random=40,40
removetime=-2
scale=ifelse(random>=500,1.3,1),ifelse(random>=500,1.3,1)
ownpal=1

[State 4750, Smoke & Flames]
type=null;;explod
trigger1=(Time%9)=0
anim=7029
ID=7029
sprpriority=3
postype=p2
vel=-.2,-.75
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))-20
random=40,40
scale=.7,.7
facing=-1
removetime=-2
scale=ifelse(random>=500,1.3,1),ifelse(random>=500,1.3,1)
ownpal=1

[State 4750, Body Flame]
type =Explod
trigger1=!Time;;;(Time%9) = 0
anim = 16060;;17026
id = 16060;;17026
postype = p2
pos = -15,-65
random = 20,20
facing=-1
bindtime = -1
;removetime=65
sprpriority = 5
scale=1,1;;.7,.7
ownpal = 1

[State 4750, Body Flame]
type = Explod
trigger1=!Time;;(Time%9) = 0
anim = 16060;;17026
id = 16060;;17026
postype = p2
pos = 10,-20
random = 20,20
facing=-1
bindtime = -1
;removetime=65
sprpriority = 5
scale=1,1;;.7,.7
ownpal = 1

[State 4750,]
type=posadd
trigger1=1
x=ceil(p2dist x)
y=ceil(p2dist y)

[State 4750, posset]
type =PosSet
trigger1 = !time
y = 0

[State 4750, afterimage]
type = AfterImageTime
trigger1 = time = 0
time = 0

[State 4750, end]
type=destroyself
trigger1= time>=125
trigger2= enemy, Stateno=5300||enemy, Stateno=5120||enemy, Stateno=5100||enemy, Stateno=9001
trigger3= (enemynear,ctrl)
trigger4= (enemy, StateNo = [4000,4999])
trigger5= Numhelper(4755)>=1
trigger6= (enemy, stateno=[130,159])
;-------------------------------------- 
; Smoke FX & Body Flames 2 Hyper
[Statedef 4751]
type=A
movetype=A
velset=0,0
anim=9741;;9742

[State 4751]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 4751, Sizzle FX]
type=null;;PlaySnd
trigger1=(Time%22)=0
trigger1=enemy, Stateno!=[5100,5110]
value=1,Ifelse(random>=500,40,41)
channel=1

[State 4751, Sizzle FX]
type=PlaySnd
trigger1=(Time%22)=0
trigger1=enemy, Stateno!=[5100,5110]
value=1,56+(Random % 4);;;If you A Total Of 4
channel=1

[State 4751, Smoke]
type=explod
trigger1=(Time%6)=0
anim=7020
ID=7020
sprpriority=3
postype=p2
vel=-.2,-.75
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))-20
random=40,40
removetime=-2
scale=ifelse(random>=500,1.3,1),ifelse(random>=500,1.3,1)
ownpal=1

[State 4751, Smoke & Flames]
type=null;;explod
trigger1=(Time%9)=0
anim=7029
ID=7029
sprpriority=3
postype=p2
vel=-.2,-.75
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))-20
random=40,40
scale=.7,.7
facing=-1
removetime=-2
scale=ifelse(random>=500,1.3,1),ifelse(random>=500,1.3,1)
ownpal=1

[State 4751, Body Flame]
type =Explod
trigger1=(Time%8) = 0
anim = 16060
id = 16060
postype = p2
pos = -15,-45
random = 20,20
facing=-1
bindtime = -1
;removetime=65
sprpriority = 5
scale=1,1;;.7,.7
ownpal = 1

[State 4751, Body Flame]
type = Explod
trigger1=(Time%8) = 0
anim = 16060
id = 16060
postype = p2
pos = 10,0
random = 20,20
facing=-1
bindtime = -1
;removetime=65
sprpriority = 5
scale=1,1;;.7,.7
ownpal = 1

[State 4751, Body Flame]
type =null;;Explod
trigger1=!Time;;(Time%8)=0
anim = 7026
id = 7026
postype = p2
pos = -10,-25
random = 20,20
facing=-1
bindtime = -1
;removetime=65
sprpriority = -5
scale=2,2
ownpal = 1

[State 4205, Sparks]
type=null;;explod
trigger1= movecontact=1 && numtarget
trigger1= (target,movetype=H) && !(target,time)
anim=ifelse(moveguarded,7001,9741)
ID=7000
sprpriority=5
postype=p2
pos=(target,const(size.ground.front)-10),(target,const(size.mid.pos.y))
removetime=-2
ownpal=1
facing=-1
ignorehitpause=1
pausemovetime=100
supermovetime=100

[State 4751, posadd]
type=posadd
trigger1=1
x=ceil(p2dist x)
y=ceil(p2dist y)

[State 4751, posset]
type =PosSet
trigger1 = !time
y = 0

[State 4751, afterimage]
type = AfterImageTime
trigger1 = time = 0
time = 0

[State 4751, end]
type=destroyself
trigger1= time>=125
trigger2= enemy, Stateno=5300||enemy, Stateno=5120||enemy, Stateno=5100||enemy, Stateno=9001
trigger3= (enemynear,ctrl)
trigger4= (enemy, StateNo = [4000,4999])
trigger5= Numhelper(4755)>=1
trigger6= (enemy, stateno=[130,159])
;-------------------------------------- 
; Smoke FX & Body Flames Hyper Persistent
[Statedef 4755]
type=A
movetype=A
velset=0,0
anim=9741;;9742

[State 4755]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 4755, Sizzle FX]
type=null;;PlaySnd
trigger1=(Time%22)=0
trigger1=enemy, Stateno!=[5100,5110]
value=1,Ifelse(random>=500,40,41)
channel=1

[State 4755, Sizzle FX]
type=PlaySnd
trigger1=(Time%22)=0
trigger1=enemy, Stateno!=[5100,5110]
value=1,56+(Random % 4);;;If you A Total Of 4
channel=1

[State 4755, Smoke]
type=explod
trigger1=(Time%2)=0
anim=7020
ID=7020
sprpriority=Ifelse(random>=500,5,-3)
postype=p2
vel=-.2,-.75
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))-20
random=40,40
removetime=-2
scale=ifelse(random>=500,1.3,1),ifelse(random>=500,1.3,1)
ownpal=1

[State 4755, Smoke & Flames]
type=null;;explod
trigger1=(Time%9)=0
anim=7029
ID=7029
sprpriority=3
postype=p2
vel=-.2,-.75
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))-20
random=40,40
scale=.7,.7
facing=-1
removetime=-2
scale=ifelse(random>=500,1.3,1),ifelse(random>=500,1.3,1)
ownpal=1

[State 4755, Body Flame]
type =Explod
trigger1=(Time%8)=0
anim = 16060
id = 16060
postype = p2
pos = ifelse(p2stateno=3217,-30,-15),ifelse(p2stateno=3217,10,-65)
random = 20,20
facing=-1
bindtime = -1
;removetime=65
sprpriority = 5
scale=1,1
ownpal = 1

[State 4755, Body Flame]
type = Explod
trigger1=(Time%8)=0
anim = 16060
id = 16060
postype = p2
pos = ifelse(p2stateno=3217,30,10),ifelse(p2stateno=3217,10,-5)
random = 20,20
facing=-1
bindtime = -1
;removetime=65
sprpriority = 5
scale=1,1
ownpal = 1

[State 4755, Body Flame]
type =Explod
trigger1=(Time%8)=0
anim = 16061
id = 16061
postype = p2
pos = -10,ifelse(p2stateno=3217,0,-25)
random = 20,20
facing=-1
bindtime = -1
removetime=9
sprpriority = -5
scale=1,1
ownpal = 1

[State 4755, Pos]
type=posadd
trigger1=1
x=ceil(p2dist x)
y=ceil(p2dist y)

[State 4755, posset]
type =PosSet
trigger1 = !time
y = 0

[State 4755, afterimage]
type = AfterImageTime
trigger1 = time = 0
time = 0

[State 4755, end]
type=destroyself
trigger1= time>=125
trigger2= enemy, Stateno=5300||enemy, Stateno=5120||enemy, Stateno=5100||enemy, Stateno=9001
trigger3= (enemynear,ctrl)
trigger4= (enemy, StateNo = [4000,4999])
trigger5= (enemy, stateno=[130,159])

;-------------------------------------- 
; Smoke FX & Body Flames Hyper Persistent
[Statedef 4756]
type=A
movetype=A
velset=0,0
anim=9741;;9742

[State 4756]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 4756, Sizzle FX]
type=null;;PlaySnd
trigger1=(Time%22)=0
trigger1=enemy, Stateno!=[5100,5110]
value=1,Ifelse(random>=500,40,41)
channel=1

[State 4756, Sizzle FX]
type=PlaySnd
trigger1=(Time%22)=0
trigger1=enemy, Stateno!=[5100,5110]
value=1,56+(Random % 4);;;If you A Total Of 4
channel=1

[State 4756, Smoke]
type=explod
trigger1=(Time%2)=0
anim=7020
ID=7020
sprpriority=Ifelse(random>=500,5,-3)
postype=p2
vel=-.2,-.75
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))-20
random=40,40
removetime=-2
scale=ifelse(random>=500,1.3,1),ifelse(random>=500,1.3,1)
ownpal=1

[State 4756, Smoke & Flames]
type=null;;explod
trigger1=(Time%9)=0
anim=7029
ID=7029
sprpriority=3
postype=p2
vel=-.2,-.75
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))-20
random=40,40
scale=.7,.7
facing=-1
removetime=-2
scale=ifelse(random>=500,1.3,1),ifelse(random>=500,1.3,1)
ownpal=1

[State 4756, Body Flame]
type =Explod
trigger1=(Time%8)=0
anim = 16060
id = 16060
postype = p2
pos = -15,-65
random = 20,20
facing=-1
bindtime = -1
;removetime=65
sprpriority = 5
scale=1,1
ownpal = 1

[State 4756, Body Flame]
type = Explod
trigger1=(Time%8)=0
anim = 16060
id = 16060
postype = p2
pos = 10,-5
random = 20,20
facing=-1
bindtime = -1
;removetime=65
sprpriority = 5
scale=1,1
ownpal = 1

[State 4756, Body Flame]
type =Explod
trigger1=(Time%8)=0
anim = 16061
id = 16061
postype = p2
pos = -10,-25
random = 20,20
facing=-1
bindtime = -1
removetime=9
sprpriority = -5
scale=1,1
ownpal = 1

[State 4756, Pos]
type=posadd
trigger1=1
x=ceil(p2dist x)
y=ceil(p2dist y)

[State 4756, posset]
type =PosSet
trigger1 = !time
y = 0

[State 4756, afterimage]
type = AfterImageTime
trigger1 = time = 0
time = 0

[State 4756, end]
type=destroyself
trigger1= time>=125
;trigger2= enemy, Stateno=5300||enemy, Stateno=5120||enemy, Stateno=5100||enemy, Stateno=9001
trigger2= (enemynear,ctrl)
trigger3= (enemy, StateNo = [4000,4999])
;trigger4= (enemy, stateno!=[130,159])

;-------------------------------------- 
; Guard Spark
[Statedef 4760]
type=A
movetype=A
velset=0,0
anim=9741

[State 4760]
type=AssertSpecial
trigger1=1
flag=noshadow

[State 4760, Guard Spark]
type = Explod
trigger1=!Time
anim = 7004
id = 7004
postype = p2
pos = 10,-50
random = 20,20
facing=-1
bindtime = -1
sprpriority = 5
scale=1,1
ownpal = 1

[State 4760, end]
type=destroyself
trigger1= time>=10
trigger2= (enemynear,ctrl)
trigger3= (enemy, stateno!=[130,159])
;================================================================================================
;                                         DIZZY STATES
;================================================================================================
;Dizzy State
[Statedef 9001]
type = S
physics = S
movetype = I
ctrl = 0

[State 9001]
type = PlaySnd
trigger1 = Time = 0
value = 1000,1

[State 9001]
type=Explod
anim=7010
trigger1=Time=0
postype=P1
pos=0,0
persistent=0
sprpriority=-5
pausemovetime=999
supermovetime=999

[State 9001, Flash]
type = PalFX
trigger1 = Time = 0
trigger2 = (command = "a") || (command = "b") || (command = "c") 
trigger3 = (command = "x") || (command = "y") || (command = "z")
time = 2
add = 50,50,50
mul = 300,300,300

[State 9001]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 9001]
type = VelSet
trigger1 = Time = [0,13]
x = -4
Y = 0

[State 9001]
type = VelSet
trigger1 = Time >= 14
x = 0
Y = 0

[State 9001] 
type=Helper
trigger1=Animelem=6
name="Stun"
Stateno=9005
ID=9005

[State 9001]
type = Explod
trigger1=Animelem=6
anim = 7009
ID = 9001
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
removetime = -1

[State 9001]
type = turn
triggerall = time = 0
trigger1 = p2dist X <= -5

[State 9001, Change Animation]
type = ChangeAnim
trigger1 = Time = 0
value = 9001

;[State 9001, Button Jam]
;type = ChangeState
;triggerall = Random <= 500
;trigger1 = (command = "a") || (command = "b") || (command = "c") 
;trigger2 = (command = "x") || (command = "y") || (command = "z")
;value = 9002

[State 9001]
type=NotHitBy
trigger1=1
value=SCA
time=1

[State 9001, Next]
type = ChangeState
trigger1 = Time = 30
value = 9002

;-------------------------------------
;Dizzy Second state
[Statedef 9002]
type = S
physics = S
movetype = I
ctrl = 0

[State 9002, Flash]
type = PalFX
trigger1 = Time = 0
trigger2 = (command = "a") || (command = "b") || (command = "c") 
trigger3 = (command = "x") || (command = "y") || (command = "z")
time = 2
add = 50,50,50
mul = 300,300,300

[State 9002, Button Jam]
type = ChangeState
triggerall = Random <= 500
trigger1 = (command = "a") || (command = "b") || (command = "c") 
trigger2 = (command = "x") || (command = "y") || (command = "z")
value = 9003

[State 9002, Next]
type = ChangeState
trigger1 = Time = 30
value = 9003

;-------------------------------------
;Dizzy Third state
[Statedef 9003]
type = S
physics = S
movetype = I
ctrl = 0

[State 9003, Flash]
type = PalFX
trigger1 = Time = 0
trigger2 = (command = "a") || (command = "b") || (command = "c") 
trigger3 = (command = "x") || (command = "y") || (command = "z")
time = 2
add = 50,50,50
mul = 300,300,300

[State 9003, Button Jam]
type = ChangeState
triggerall = Random <= 500
trigger1 = (command = "a") || (command = "b") || (command = "c") 
trigger2 = (command = "x") || (command = "y") || (command = "z")
value = 9004

[State 9003, Next]
type = ChangeState
trigger1 = Time = 30
value = 9004

;-------------------------------------
;Dizzy Button Mash state
[Statedef 9004]
type = S
physics = S
movetype = I
ctrl = 0

[State 9004, Flash]
type = PalFX
trigger1 = animelem=1||animelem=4
trigger2 = (command = "a") || (command = "b") || (command = "c") 
trigger3 = (command = "x") || (command = "y") || (command = "z")
time = 2
add = 50,50,50
mul = 300,300,300

;[State 9004, Button Jam]
;type = ChangeState
;triggerall = (Random <= 500)
;trigger1 = (Command = "a") || (Command = "b") || (Command = "c") 
;trigger2 = (Command = "x") || (Command = "y") || (Command = "z")
;value = 0

[State 9004, Next]
type = Varset
trigger1 = time = 0
var(9) = 0
persistent = 0
ignorehitpause = 1

[State 9004, Next]
type = VarAdd
trigger1 = (command = "a") || (command = "b") || (command = "c") 
trigger2 = (command = "x") || (command = "y") || (command = "z")
v = 9
value = 100
ignorehitpause = 1

[State 9004, Undizzy]
type = SelfState
trigger1 = var(9) >= 1000
trigger2 = time = 250     ;so you dont get stuck in the state
value = 0
ctrl = 1

;------------------------------------
;Dizzy Helper State
[Statedef 9005]
type = S
velset = 0,0
sprpriority = 0
anim = 9741
ctrl = 0

[State 9005]
type = VarRandom
triggerall = Time = 0
trigger1 = ctrl = 0
v = 21
range = 0,1

[State 9005]
type = PlaySnd
trigger1 = time%46 = 1
value = 2,25

[State 9005]
type = PlaySnd
triggerall = var(21)=0
trigger1 = time%16 = 1
value = S1,9

[State 9005]
type = PlaySnd
triggerall = var(21)=1
trigger1 = time%56 = 1
value = S1,10

[State 9005]
type = DestroySelf
trigger1 = Parent,stateno!=[9001,90044]

;------------------------------------
;Being dizzied. (Self only: The following code can all be omitted if you don't want the character to succumb from Stun Dizzies.)
[Statedef 9010]
type = S
movetype = H
physics = N
ctrl = 0

[State 9010]
type = PlaySnd
trigger1 = Time = 0
value = 1,8

[State 9010,Dizzy Bar Reset]
type=VarSet
trigger1= time=0
v=16
value=0

[State 9010,P1 Stun Power]
type=Explod
triggerall=TeamSide=1
triggerall=var(13)>=1
triggerall=time=0
trigger1=NumPartner=0
trigger2=NumPartner=1
trigger2=ID<partner,ID
anim=4110
ID=14110
pos=118,48
postype=left
pausemovetime=-1
supermovetime=-1
bindtime=-1
removetime=-1
ownpal=1
;ontop=1
sprpriority=-2
scale=.5,.5

[State 9010,P3 Stun Power Coop]
type=Explod
triggerall=TeamSide=1
triggerall=var(13)>=1
triggerall=time=0
trigger1=NumPartner=1
trigger1=ID>partner,ID
anim=4110
ID=14110
pos=94,68     ;;;;;;;;88,68
postype=left
pausemovetime=-1
supermovetime=-1
bindtime=-1
removetime=-1
ownpal=1
;ontop=1
sprpriority=-2
scale=.5,.5

[State 9010,P1 Alpha Storm Stun text]
type=Explod
triggerall=TeamSide=1
triggerall=var(13)=1
triggerall=time=0
trigger1=NumPartner=0
trigger2=NumPartner=1
trigger2=ID<partner,ID
anim=4112
ID=4112
pos=95,46
postype=left
pausemovetime=-1
supermovetime=-1
bindtime=-1
removetime=-1
ownpal=1
;ontop=1
sprpriority=0
scale=.5,.5

[State 9010,P3 Alpha Storm Stun text Coop]
type=Explod
triggerall=TeamSide=1
triggerall=var(13)=1
triggerall=time=0
trigger1=NumPartner=1
trigger1=ID>partner,ID
anim=4112
ID=4112
pos=71,66       ;;;;;;;;;65,66     
postype=left
pausemovetime=-1
supermovetime=-1
bindtime=-1
removetime=-1
ownpal=1
;ontop=1
sprpriority=0
scale=.5,.5

[State 9010,P1 SF3 Stun text]
type=Explod
triggerall=TeamSide=1
triggerall=var(13)=2
triggerall=time=0
trigger1=NumPartner=0
trigger2=NumPartner=1
trigger2=ID<partner,ID
anim=4117
ID=4117
pos=95,46
postype=left
pausemovetime=-1
supermovetime=-1
bindtime=-1
removetime=-1
ownpal=1
;ontop=1
sprpriority=0
scale=.5,.5

[State 9010,P3 SF3 Stun text Coop]
type=Explod
triggerall=TeamSide=1
triggerall=var(13)=2
triggerall=time=0
trigger1=NumPartner=1
trigger1=ID>partner,ID
anim=4117
ID=4117
pos=71,66       ;;;;;;;;;65,66
postype=left
pausemovetime=-1
supermovetime=-1
bindtime=-1
removetime=-1
ownpal=1
;ontop=1
sprpriority=0
scale=.5,.5

[State 9010,P2 Stun Power]
type=Explod
triggerall=TeamSide=2
triggerall=var(13)>=1
triggerall=time=0
trigger1=NumPartner=0
trigger2=NumPartner=1
trigger2=ID<partner,ID
anim=4115
ID=14115
pos=-117,48
postype=right
pausemovetime=-1
supermovetime=-1
bindtime=-1
removetime=-1
ownpal=1
;ontop=1
sprpriority=-2
scale=.5,.5

[State 9010,P4 Stun Power Coop]
type=Explod
triggerall=TeamSide=2
triggerall=var(13)>=1
triggerall=time=0
trigger1=NumPartner=1
trigger1=ID>partner,ID
anim=4115
ID=14115
pos=-94,68      ;;;;;;;;;;;;;-87,68
postype=right
pausemovetime=-1
supermovetime=-1
bindtime=-1
removetime=-1
ownpal=1
;ontop=1
sprpriority=-2
scale=.5,.5

[State 9010,P2 Alpha Storm Stun text]
type=Explod
triggerall=TeamSide=2
triggerall=var(13)=1
triggerall=time=0
trigger1=NumPartner=0
trigger2=NumPartner=1
trigger2=ID<partner,ID
anim=4114
ID=4114
pos=-155,46
postype=right
pausemovetime=-1
supermovetime=-1
bindtime=-1
removetime=-1
ownpal=1
;ontop=1
sprpriority=0
scale=.5,.5

[State 9010,P4 Alpha Storm Stun text Coop]
type=Explod
triggerall=TeamSide=2
triggerall=var(13)=1
triggerall=time=0
trigger1=NumPartner=1
trigger1=ID>partner,ID
anim=4114
ID=4114
pos=-132,66    ;;;;;;;;;;-125,66
postype=right
pausemovetime=-1
supermovetime=-1
bindtime=-1
removetime=-1
ownpal=1
;ontop=1
sprpriority=0
scale=.5,.5

[State 9010,P2 SF3 Stun text]
type=Explod
triggerall=TeamSide=2
triggerall=var(13)=2
triggerall=time=0
trigger1=NumPartner=0
trigger2=NumPartner=1
trigger2=ID<partner,ID
anim=4119
ID=4119
pos=-155,46
postype=right
pausemovetime=-1
supermovetime=-1
bindtime=-1
removetime=-1
ownpal=1
;ontop=1
sprpriority=0
scale=.5,.5

[State 9010,P4 SF3 Stun text Coop]
type=Explod
triggerall=TeamSide=2
triggerall=var(13)=2
triggerall=time=0
trigger1=NumPartner=1
trigger1=ID>partner,ID
anim=4119
ID=4119
pos=-132,66    ;;;;;;;;;;-125,66
postype=right
pausemovetime=-1
supermovetime=-1
bindtime=-1
removetime=-1
ownpal=1
;ontop=1
sprpriority=0
scale=.5,.5

[State 9010]
type=NotHitBy
trigger1=1
value=SCA
time=1

[State 9010: ChangeState]
type = ChangeState
trigger1 = (HitShakeOver)
value = 9011

;This is the character's state where he/she is being knocked out when the stun meter has reached it's limit.

; DIZZY Going up
[Statedef 9011]
type    = A
movetype= H
anim = 9011
physics = N

[State 9011]
type=ScreenBound
trigger1=Alive
value=0

[State 9011]
type = velset
trigger1 = time = [0,30]
x = -.5
y = -14

[State 9011]
type = velset
trigger1 = time >= 42
x = -.5
y = -2

[State 9011]
type = veladd
trigger1 = time >=0
y = .6

[State 9011]
type = Varset
trigger1 = time = 0
var(8) = 0
persistent = 0
ignorehitpause = 1

[State 9011]
type=NotHitBy
trigger1=1
value=SCA
time=1

[State 9011: ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 9012
ctrl = 0

;This is the character's getting up state when being knocked out. He/She will end up dizzy.
[Statedef 9012]
type = S
movetype = H
physics = S
anim = 9012
ctrl = 0

[State 9012]
type=ScreenBound
trigger1=Alive
value=0

[State 9012]
type = velset
trigger1 = time >=0
y = 20

[State 9012]
type=NotHitBy
trigger1=1
value=SCA
time=1

[State 9012: ChangeState]
type = ChangeState
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
value = 9001
;================================================================================================
;                                         AI ACTIVATION
;================================================================================================
;---Adapted from Winane's---
[StateDef 9741]
anim=9741
ctrl=0
[State 9741, safety]
type=selfstate
trigger1=!ishelper
value=0
[State 9741, end]
type=destroyself
trigger1=((root,ID)!=(parent,ID))||!(root,alive)
trigger2=roundstate!=2
trigger3=root,var(20)

[State 9741, facing]
type=turn
trigger1=facing!=root,facing
[State 9741, pausecheck]
type=varset
trigger1=(root,movecontact)&&!(root,ctrl)
trigger2=(facing!=root,facing)
var(0)=0

[State 9741, dirturnonAI]
type=parentvarset
triggerall=var(0)
trigger1=(root,command="up")||(root,command="down")||(root,command="back")||(root,command="fwd")
var(20)=20
[State 9741, dirturnoffAI]
type=parentvarset
trigger1=(command="up")&&(root,command="up")
trigger2=(command="down")&&(root,command="down")
trigger3=(command="back")&&(root,command="back")
trigger4=(command="fwd")&&(root,command="fwd")
var(20)=-1
[State 9741, buttonturnonAI]
type=parentvarset
triggerall=var(0)
trigger1=(root,command="a")||(root,command="b")||(root,command="c")||(root,command="x")
trigger2=(root,command="y")||(root,command="z")||(root,command="start")
var(20)=20
[State 9741, buttonturnoffAI]
type=parentvarset
trigger1=(command="a")&&(root,command="a")
trigger2=(command="b")&&(root,command="b")
trigger3=(command="c")&&(root,command="c")
trigger4=(command="x")&&(root,command="x")
trigger5=(command="y")&&(root,command="y")
trigger6=(command="z")&&(root,command="z")
trigger7=(command="start")&&(root,command="start")
var(20)=-1
[State 9741, unpausecheck]
type=varset
trigger1=root,ctrl
var(0)=1


