; Bean's constants.
; Format (case insensitive):
; Var(1) = Variável de ativação do Chain Move!!!!
; Var(2) = Variável que conta o nº de hits de um golpe!!!
; Var(3) = Variável que conta o nº de hits de um golpe!!!
; Var(4) = Variável de Qtde de Provocações
; Var(5) = Variável de Cansaço!!!
; Var(8) = Variável de Jump!!!
; Var(9) = Variável de Intro!!!!
; Var(10) = Variável de Pose Win!!!!
;  [groupname]        
;  constname = value  

[Data]
life = 980           ;Amount of life to start with
attack = 82          ;100% attack power (more is stronger)
defence = 91         ;100% defensive power (more is stronger)
fall.defence_up = 45 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 40    ;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 15       ;Can do 15 points of juggling
sparkno = 2        ;Default spark number
guard.sparkno = 40 ;Default guard spark number
KO.echo = 0          ;1 to enable echo on KO
volume = 0           ;Volume offset (negative for softer)

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 11     ;Player width (back, ground)
ground.front = 11    ;Player width (front, ground)
height = 60          ;Height of Player (for opponent to jump over)
air.back = 10        ;Player width (back, air)
air.front = 10       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too   
head.pos = 0, -60
mid.pos = 0, -30

[Velocity]
walk.fwd  = 3         ;Walk forward
walk.back = -2.9     ;Walk backward
run.fwd  = 6, 0     ;Run forward (x, y)  - if y<0, player will hop
run.back = -5.6,-2     ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-9.5    ;Neutral jumping velocity (x, y)
jump.back = -4    ;Jump back Speed (x, y)
jump.fwd = 4       ;Jump forward Speed (x, y)
runjump.back = -5,-10 ;Running jump speeds (opt)
runjump.fwd = 5,-10      ;.
airjump.neu = 0,-7      ;.
airjump.back = -2.55,-7 ;Air jump speeds (opt)
airjump.fwd = 2.5,-7   ;.

[Movement]
airjump.num = 0    ;Number of air jumps allowed (opt)
airjump.height = 25  ;Minimum distance from ground before you can air jump (opt)
yaccel = .52         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

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

;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, 1a]
type = ChangeAnim
triggerall = Var(5) = 0
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 1b]
type = ChangeAnim
triggerall = Var(5) = 1
trigger1 = Anim != 1 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 1

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0

[State 40, 0.0]
type = VarSet
trigger1 = Time = 0
var(8) = 0

[State 40, 0.1]
type = VarSet
trigger1 = command = "holdfwd"
trigger1 = var(8) != 2
var(8) = 1

[State 40, 0.2]
type = VarSet
trigger1 = command = "holdback"
trigger1 = var(8) != -2
var(8) = -1

[State 40, 0.1b]
type = VarSet
triggerall = Time = 0
triggerall = command = "holdfwd"
trigger1 = command = "longjump"
trigger2 = prevstateno = 100 ;RUN_FWD
var(8) = 2

[State 40, 0.2b]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "holdback"
trigger1 = command = "longjump"
var(8) = -2

[State 40, 4]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = var(8) != 0
trigger1 = var(8) != 1
trigger1 = var(8) != -1
trigger1 = command = "holdup"
trigger2 = command != "holdup"
value = 2041

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(var(8)=0, const(velocity.jump.neu.x), ifelse(var(8)>0, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A

[State 50, 0]
type = PlaySnd
trigger1 = Time = 0
value = 40,0

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

;---------------------------------------------------------------------------
; Jump Start(short)
[Statedef 2041]
type    = A
physics = A
velset = 0, -6.1
ctrl = 1

[State 2041, 1a] ; Play sound when jumping (normal)
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(8) != -2
trigger1 = var(8) != 2
value = 40,0

[State 2041, 1b] ; Play sound when jumping (long)
type = PlaySnd
triggerall = Time = 0
trigger1 = var(8) = -2
trigger2 = var(8) = 2
value = 40,1

[State 2041, -0.1] ;Holding up?
type = VelSet
trigger1 = Time = 0
trigger1 = command = "holdup"
y = -9.5

[State 2041, 0.1]
type = VelSet
trigger1 = Time = 0
trigger1 = Var(8) = 1
x = 4

[State 2041, 0.1b]
type = VelSet
trigger1 = Time = 0
trigger1 = Var(8) = 2
x = 5

[State 2041, 0.2]
type = VelSet
trigger1 = Time = 0
trigger1 = Var(8) = -1
x = -4

[State 2041, 0.2b]
type = VelSet
trigger1 = Time = 0
trigger1 = Var(8) = -2
x = -5

[State 2041, 1.1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X = 0
trigger1 = command = "holdup"
value = 41

[State 2041, 1.2] ;Short
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X = 0
trigger1 = command != "holdup"
value = 48

[State 2041, 2.1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X > 0
trigger1 = command = "holdup"
value = 42

[State 2041, 2.2] ;Short
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X > 0
trigger1 = command != "holdup"
value = 48

[State 2041, 3.1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X < 0
value = 43


;---------------------------------------------------------------------------
; Run Forward
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 100, 1a]
type = PlaySnd
trigger1 = AnimElem = 1, =1
trigger2 = AnimElem = 4
value = 99,0
volume = 0

[State 100, 1b]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

;---------------------------------------------------------------------------
; Backdash (launch)
[Statedef 105]
type = S
movetype = I
physics = S
anim = 105
velset = 0
ctrl = 0

[State 105, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 106
;---------------------------------------------------------------------------
; Backdash (in the air)
[Statedef 106]
type = A
movetype = I
physics = N
anim = 106
velset = -5,-2

[State 106, 1]
type = PlaySnd
trigger1 = Time = 0
value = 105,0

[State 106, 2]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 106, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 107
;---------------------------------------------------------------------------
; Backdash (landing)
[Statedef 107]
type = S
movetype = I
physics = S
anim = 107
velset = 0,0

[State 107, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 107, 2]
type = PlaySnd
trigger1 = Time = 0
value = 52,0

[State 107, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; WIN
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 100

[State 180, 2]
type = ChangeState
trigger1 = Var(10) = [0,50]
value = 181

[State 180, 3]
type = ChangeState
trigger1 = Var(10) = [51,100]
value = 182

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

[State 181, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 181,0
volume = 135
channel = 0

[State 181, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; WIN2 = Bean acena....
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0,0

[State 182, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 181, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1,2
channel = 0

;---------------------------------------------------------------------------
; INTRO
[Statedef 191]
type = S
ctrl = 0

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 9
range = 0,100

[State 180, 2]
type = ChangeState
triggerall = P2name != "Mercedes Benz"
triggerall = P2name != "SS1 Bonus"
trigger1 = Var(9) = [ 0, 50]
value = 192

[State 180, 3]
type = ChangeState
triggerall = P2name != "Mercedes Benz"
triggerall = P2name != "SS1 Bonus"
trigger1 = Var(9) = [ 51, 100]
value = 192

[State 180, 3]
type = ChangeState
trigger1 = P2name = "Mercedes Benz"
trigger2 = P2name = "SS1 Bonus"
value = 199

;---------------------------------------------------------------------------
; INTRO COMUM
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0,0

[State 191, 1] ;Intro not yet over
type = AssertSpecial
trigger1 = Time = [0, 135]
flag = intro

[State 191, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 191,0
channel = 0

[State 191, 7] ;Intro over, set v9 to 1
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; INTRO (Mercedes Benz)
[Statedef 199]
type = S
ctrl = 0
anim = 0
velset = 0,0,0

[State 199, Final]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; PROVOCATE
[Statedef 390]
type = S
movetype = I
ctrl = 0

[State 390, 1]
type = ChangeAnim
trigger1 = Var(4)!= 1
trigger1 = Time = 0
value = 390

[State 390, 2]
type = VarSet
trigger1 = Anim = 390
trigger1 = Var(4)!= 1
v = 4
value = 1

[State 390, Acres1]
type = PowerAdd
trigger1 = Time = 0
value = 600

[State 390, 3]
type = ChangeState
trigger1 = Anim = 390
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_LIGHT_PUNCH
[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
poweradd = 5
velset = 0
ctrl = 0

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

[State 200, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 500
value = 1,0

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype = Light
damage = 10,1
getpower = 20, 10
givepower = 10, 5
guardflag = M
pausetime = 8,9
sparkxy = -25,-35
sparkno = 0
hitsound = S2,0
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5

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

;---------------------------------------------------------------------------
; STAND_FIERCE_PUNCH
[Statedef 210]
type = S
movetype = A
physics = S
anim = 210
poweradd = 30
velset = 0
ctrl = 0

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,2

[State 210, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 500
value = 1,1

[State 210, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
getpower = 40, 20
givepower = 20, 10
damage = 20, 2
guardflag = M
pausetime = 12,12
sparkno = 2
sparkxy = -22,-35
hitsound = S2,2
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime = 18
ground.velocity = -6.5
air.velocity = -4,-2.5

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND HIGH KICK
[Statedef 220]
type = S
movetype = A
physics = S
anim = 220
poweradd = 20
juggle = 8
velset = 0
ctrl = 0

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

[State 220, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 500
value = 1,0

[State 220, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype = Light
damage = 10, 1
guardflag = M
getpower = 25, 12
givepower = 12, 6
pausetime = 10,10
sparkxy = -19,-39
hitsound = S2,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime = 15
ground.velocity = -4
air.velocity = -1.3,-1

[State 220, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND FIERCE KICK
[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
poweradd = 30
ctrl = 0
velset = 0

[State 230, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0,1

[State 230, 3]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 500
value = 1,1

[State 230, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Medium
damage = 15, 2
getpower = 32, 16
givepower = 16, 8
guardflag = M
pausetime = 12,12
sparkno = 1
sparkxy = -40,-32
hitsound = S2,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime = 23
ground.velocity = -7.5
air.velocity = -3.5,-3

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

;---------------------------------------------------------------------------
; KNOCKDOWN_ATTACK
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd = 40
ctrl = 0
velset = 0,0
anim = 240

[State 240, 0]
type = VelSet
trigger1 = AnimElem = 3
x = 3
y = 0

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 2

[State 240, 2]
type = PlaySnd
trigger1 = Random < 200
trigger1 = AnimElem = 2
value = 1,2

[State 240, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype = DiagUp
damage = 40, 3
getpower = 25, 12
givepower = 12, 6
guardflag = M
pausetime = 12,12
sparkno = 2
sparkxy = -33,-57
hitsound = S2,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime = 23
ground.velocity = -5,-3
air.velocity = -3.5,-3
fall = ifelse(p2name = "Mercedes Benz",0, 1)

[State 241, Change]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand Dodge
[Statedef 254]
type = S
physics = S
ctrl = 0
velset = 0,0
anim = 254

[State 254, ImageA]
type = AfterImage
trigger1 = Time = 0
time = 2
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 255,255,255
palpostbright = 0,0,0

[State 254, ImageB]
type = AfterImageTime
trigger1 = Time = [1,21]
time = 2

[State 254, 2]
type = PlaySnd
trigger1 = Time = 1
value = 1,0

[State 254, 3]
type = SprPriority
trigger1 = Time = 0
value = -1

[State 254, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Forward Dodge
[Statedef 255]
type = S
physics = N
ctrl = 0
velset = 0,0
anim = 255

[State 255, ImageA]
type = AfterImage
trigger1 = Time = 0
time = 2
length = 10
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 255,255,255
palpostbright = 0,0,0

[State 255, ImageB]
type = AfterImageTime
trigger1 = Time = [1,25]
time = 2

[State 255, 1]
type = HitBy
trigger1 = Time >= 0
trigger1 = AnimElem = 3, < 0
value = SCA, AT

[State 255, 2]
type = PlaySnd
trigger1 = Time = 1
value = 1,0
volume = 130

[State 255, 4]
type = VelSet
trigger1 = AnimElem = 2
x = 4.5

[State 255, 4b]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 255, 1]
type = PosAdd
trigger1 = AnimElem = 2
x = 7

[State 255, 3]
type = SprPriority
trigger1 = Time = 0
value = -1

[State 255, 4]
type = PlayerPush
trigger1 = Time >= 0
trigger1 = AnimElem = 3, < 0
value = 0

[State 255, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Backward Dodge
[Statedef 256]
type = S
physics = N
ctrl = 0
velset = 0,0
anim = 256

[State 256, ImageA]
type = AfterImage
trigger1 = Time = 0
time = 2
length = 10
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 255,255,255
palpostbright = 0,0,0

[State 256, ImageB]
type = AfterImageTime
trigger1 = Time = [1,25]
time = 2

[State 255, 1]
type = HitBy
trigger1 = Time >= 0
trigger1 = AnimElem = 3, < 0
value = SCA, AT

[State 255, 2]
type = PlaySnd
trigger1 = Time = 1
value = 1,1
volume = 130

[State 255, 4]
type = VelSet
trigger1 = AnimElem = 2
x = -3

[State 255, 4]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 255, 1]
type = PosAdd
trigger1 = AnimElem = 2
x = -6

[State 255, 3]
type = SprPriority
trigger1 = Time = 0
value = -1

[State 255, 4]
type = PlayerPush
trigger1 = Time >= 0
trigger1 = AnimElem = 3, < 0
value = 0

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

;---------------------------------------------------------------------------
;CROUCH_LIGHT_PUNCH
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd = 5
ctrl = 0
anim = 400

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

[State 400, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 500
value = 1,0

[State 400, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype = Light
damage = 10, 1
getpower = 20, 10
givepower = 10, 5
guardflag = M
pausetime = 8,9
sparkxy = -24,-18
sparkno = 0
hitsound = S2,0
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5

[State 400, 3b]
type = CtrlSet
trigger1 = Time = 9
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
;CROUCH_HARD_PUNCH
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 10
poweradd = 30
ctrl = 0
anim = 410

[State 410, 1]
type = PlaySnd
trigger1 = Animelem = 3
value = 0,2

[State 410, 2]
type = PlaySnd
trigger1 = Animelem = 3
trigger1 = Random < 500
value = 1,1

[State 410, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
animtype = Hard
getpower = 40, 20
givepower = 20, 10
damage = 20, 2
guardflag = M
pausetime = 12,12
sparkno = 2
sparkxy = -15,-64
hitsound = S2,2
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime = 18
ground.velocity = -4,-4
air.velocity = -4,-4

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_LIGHT_KICK
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 20
ctrl = 0
anim = 420

[State 420, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 420, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 500
value = 1,0

[State 420, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype = Light
damage = 10, 1
guardflag = M
getpower = 25, 12
givepower = 12, 6
pausetime = 10,10
sparkxy = -21,-6
hitsound = S2,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime = 15
ground.velocity = -4
air.velocity = -1.3,-1

[State 420, 3b]
type = CtrlSet
trigger1 = Time = 10
value = 1

[State 420, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
;CROUCH_HARD_KICK
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 15
poweradd= 30
ctrl = 0
anim = 430

[State 430, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,1

[State 430, 3]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 500
value = 1,1

[State 430, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage   = 20, 2
getpower = 30, 15
givepower = 15, 7
guardflag = L
pausetime = 11,12
sparkno = 2
sparkxy = -38,-5
hitsound   = S2,2
guardsound = 6,0
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 25
guard.hittime = 36
guard.ctrltime = 36
ground.velocity = -2,-4
guard.velocity = -6
air.velocity = -2.4,-3.5
airguard.velocity = -3,-3
fall = ifelse(p2name = "Mercedes Benz",0, 1)

[State 430, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_WEAK_PUNCH
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 5
poweradd= 20
ctrl = 0
anim = 600

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

[State 600, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 500
value = 1,0

[State 600, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
animtype = Light
damage = 10, 1
getpower = 20, 10
givepower = 10, 5
guardflag = HA
pausetime = 8,9
sparkxy = -29,-44
sparkno = 0
hitsound = S2,0
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5

[State 600, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;JUMP_HARD_PUNCH
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 610

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

[State 610, 2]
type = PlaySnd
trigger1 = Animelem = 3
trigger1 = Random < 500
value = 1,1

[State 610, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype = Hard
getpower = 40, 20
givepower = 20, 10
damage = 20, 2
guardflag = HA
pausetime = 12,12
sparkno = 2
sparkxy = -27,-45
hitsound = S2,2
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime = 18
ground.velocity = -4.5
air.velocity = -3.2,-1.8

[State 610, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_WEAK_KICK
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 5
poweradd = 20
ctrl = 0
anim = 620

[State 620, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 620, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 500
value = 1,0

[State 620, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
animtype = Light
damage = 10, 1
guardflag = HA
getpower = 25, 12
givepower = 12, 6
pausetime = 10,10
sparkxy = -29,-30
hitsound = S2,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 15
ground.velocity = -4
air.velocity = -1.3,-1

[State 620, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 50

;---------------------------------------------------------------------------
;JUMP_HEAVY_KICK
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 9
poweradd= 30
ctrl = 0
anim = 630

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

[State 630, 3]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 500
value = 1,1

[State 630, 3b]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 15, 2
getpower = 30, 15
givepower = 15, 7
guardflag = HA
pausetime = 11,12
sparkno = 2
sparkxy = -29,-19
hitsound   = S2,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 13
ground.hittime  = 18
guard.hittime = 18
guard.ctrltime = 18
ground.velocity = -2
guard.velocity = -3
air.velocity = -2.4,2
airguard.velocity = -3,-3

[State 630, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 50

;---------------------------------------------------------------------------
; THROW_FWD+Y
[Statedef 800]
type = S
movetype = A
physics = S
ctrl = 0
anim = 800

[State 800, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 800, 1]
type = HitDef
trigger1 = Time = 1
attr = S, NT
hitflag = M
priority = 1
getpower = 40,20
givepower = 20,10
snap = 26, 0, 0, 1
sparkno = -1
p2facing = -1
p1stateno = 810
p2stateno = 805
p2getp1state = 1
fall.damage = 0

[State 800, 2]
type = ChangeState
trigger1 = MoveContact = 1
value = 810

[State 800, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 800, 4]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 2
value = 230

; THROWN_BY_THROW_Y
[Statedef 805]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0
sprpriority = 2

[State 805, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),806,805)

[State 805, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 806

; THROWN_BY_THROW_Y (Effects)
[Statedef 806]
type    = A
movetype= H; Está apanhando!!!
physics = N
velset = 2.5,-3
anim = ifelse(var(6),10050,5050)

[State 806, 1] ;Gravity
type = VelAdd
Trigger1 = Time >= 5
y = .5

[State 806, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 806, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 806, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

; THROW_Y (Sucess)
[Statedef 810]
type = S
movetype = A
physics = S
anim = 810
poweradd =10
sprpriority = 4

[State 810, Grab]
type = PlaySnd
trigger1 = Time = 0
value = 800,0
channel = 0

[State 810, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2
channel = 1

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -60

[State 810, 2a]
type = TargetBind
trigger1 = AnimElem = 1
pos = -21,-45

[State 810, 2b]
type = TargetBind
trigger1 = AnimElem = 2
pos = 14,-48

[State 810, 2c]
type = TargetBind
trigger1 = AnimElem = 3
pos = 54,-48

[State 810, Width Char]
type = Width
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3 || AnimElem = 4
value = 30,0

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

;---------------------------------------------------------------------------
; SPECIAL_ATTACKS
;---------------------------------------------------------------------------
; ROUND_UPPER (concentrate)
[Statedef 1000]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1000
poweradd = 50

[State 1000, movefwd]
type = VelSet
trigger1 = command = "holdfwd"
x = 0.4

[State 1000, moveback]
type = VelSet
trigger1 = command = "holdback"
x = -0.4

[State 1000, Sound]
type = PlaySnd
trigger1 = TimeMod = 15, 0
volume = 0
value = 1000,0

[State 1000, Count_Time0]
type = ChangeState
trigger1 = Time = [0, 30]
triggerall = command != "hold_a"
value = 1001
ctrl = 0

[State 1000, Count_Time1]
type = ChangeState
trigger1 = Time = [31, 60]
triggerall = command != "hold_a"
value = 1002
ctrl = 0

[State 1000, Count_Time2]
type = ChangeState
trigger1 = Time = [61, 90]
triggerall = command != "hold_a"
value = 1003
ctrl = 0

[State 1000, Time_Expired]
type = ChangeState
trigger1 = Time >= 90
triggerall = command != "hold_a"
value = 1003
ctrl = 0

;---------------------------------------------------------------------------
; ROUND_UPPER (attack - weak)
[Statedef 1001]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1001
poweradd = 30

[State 1001, Sound]
type = PlaySnd
trigger1 = Time = 0
volume = 0
value = 0, 2

[State 1001, Pos]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
x = 3

[State 1001, 3] ; PUNCH!!!!
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Up
damage    = 50, 5
priority  = 5
guardflag = MA
getpower = 20,10
givepower = 10,5
pausetime = 12,12
sparkxy = -15,-56
hitsound   = S1000,1
guardsound = S1000,3
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -1,-6.5
guard.velocity = -6
air.velocity = -1,-6.5
airguard.velocity = -4,-3.5
p2facing = 1
fall = ifelse(p2name = "Mercedes Benz",0, 1)                   ;Make p2 fall down
fall.recovertime = 40      ;40 ticks before p2 can recover from fall
yaccel = .4                ;p2 will accelerate down at .4 pixels/sec^2 when falling

[State 1001, End!!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ROUND_UPPER (attack - medium)
[Statedef 1002]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1002
poweradd = 40

[State 1001, Sound]
type = PlaySnd
trigger1 = Time = 0
volume = 0
value = 1001,0

[State 1001, Pos]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
x = 4

[State 1001, 3] ; PUNCH!!!!
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Up
damage    = 75, 10
guardflag = MA
getpower = 22, 11
givepower = 11, 6
pausetime = 15, 15
sparkxy = -15,-56
hitsound   = S1000,2
guardsound = S1000,3
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -1,-9.5
guard.velocity = -6
air.velocity = -1,-7.5
airguard.velocity = -4,-4.5
p2facing = 1
fall = ifelse(p2name = "Mercedes Benz",0, 1)                   ;Make p2 fall down
fall.recovertime = 40      ;40 ticks before p2 can recover from fall
yaccel = .4                ;p2 will accelerate down at .4 pixels/sec^2 when falling
palfx.time = 15
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 1001, End!!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ROUND_UPPER (attack - fierce)
[Statedef 1003]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1003
poweradd = 50

[State 1001, Sound]
type = PlaySnd
trigger1 = Time = 0
volume = 0
value = 1001,1

[State 1001, Pos]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
x = 6

[State 1001, 3] ; PUNCH!!!!
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Up
damage    = 100, 15
priority  = 5
guardflag = MA
getpower = 25,12
givepower = 12,6
pausetime = 20,20
sparkxy = -15,-56
hitsound   = S2,3
guardsound = S1000,3
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -1,-12.5
guard.velocity = -6
air.velocity = -1,-10
airguard.velocity = -4,-6.5
p2facing = 1
fall = ifelse(p2name = "Mercedes Benz",0, 1)                   ;Make p2 fall down
fall.recovertime = 40      ;40 ticks before p2 can recover from fall
yaccel = .5                ;p2 will accelerate down at .4 pixels/sec^2 when falling
palfx.time = 20
palfx.add = 255,0,0
palfx.mul = 255,255,255

[State 1001, End!!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------
; ROUND_HOOK (concentrate)
[Statedef 1010]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1000
poweradd = 70

[State 1010, movefwd]
type = VelSet
trigger1 = command = "holdfwd"
x = 0.4

[State 1010, moveback]
type = VelSet
trigger1 = command = "holdback"
x = -0.4

[State 1010, Sound]
type = PlaySnd
trigger1 = TimeMod = 15,0
volume = 0
value = 1000,0

[State 1010, Count_Time0]
type = ChangeState
trigger1 = Time = [0, 30]
triggerall = command != "hold_x"
value = 1011
ctrl = 0

[State 1010, Count_Time1]
type = ChangeState
trigger1 = Time = [31, 60]
triggerall = command != "hold_x"
value = 1012
ctrl = 0

[State 1010, Count_Time2]
type = ChangeState
trigger1 = Time = [61, 90]
triggerall = command != "hold_x"
value = 1013
ctrl = 0

[State 1010, Time_Expired]
type = ChangeState
trigger1 = Time >= 90
triggerall = command != "hold_x"
value = 1013
ctrl = 0

;---------------------------------------------------------------------------
; ROUND_HOOK (attack - weak)
[Statedef 1011]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1011
poweradd = 40

[State 1011, Sound]
type = PlaySnd
trigger1 = Time = 0
volume = 0
value = 0, 2

[State 1011, Pos]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
x = 3

[State 1011, 3] ; PUNCH!!!!
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype = Hard
damage = 60, 6
getpower = 20, 10
givepower = 10, 5
guardflag = M
pausetime = 12,12
sparkno = 2
sparkxy = -25,-12
hitsound = S1000,1
guardsound = S1000,3
ground.type = Trip
ground.slidetime = 13
ground.hittime = 18
ground.velocity = -6.5
air.velocity = -4,3.5

[State 1011, End!!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ROUND_HOOK (attack - medium)
[Statedef 1012]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1012
poweradd = 50

[State 1011, Sound]
type = PlaySnd
trigger1 = Time = 0
volume = 0
value = 1001,0

[State 1011, Pos]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
x = 4

[State 1011, 3] ; PUNCH!!!!
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype = Hard
damage = 85, 12
getpower = 22, 11
givepower = 11, 6
guardflag = M
pausetime = 15,15
sparkno = 2
sparkxy = -25,-12
hitsound = S1000,2
guardsound = S1000,3
ground.type = Trip
ground.slidetime = 15
ground.hittime = 18
ground.velocity = -8.5
air.velocity = -4,4.45
palfx.time = 15
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 1011, End!!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ROUND_HOOK (attack - fierce)
[Statedef 1013]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1013
poweradd = 60

[State 1011, Sound]
type = PlaySnd
trigger1 = Time = 0
volume = 0
value = 1001,1

[State 1011, Pos]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
x = 6

[State 1011, 3] ; PUNCH!!!!
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype = Hard
damage = 110, 20
getpower = 30, 15
givepower = 15, 7
guardflag = M
pausetime = 20,20
sparkno = 2
sparkxy = -25,-12
hitsound = S2,3
guardsound = S1000,3
ground.type = Trip
ground.slidetime = 15
ground.hittime = 18
ground.velocity = -9.5
air.velocity = -4, 5
palfx.time = 20
palfx.add = 255,0,0
palfx.mul = 255,255,255

[State 1011, End!!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; SHOT_BOMB_CLOSE
[Statedef 1020]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1020
poweradd = 70

[State 1020, Scream]
type = PlaySnd
trigger1 = TIme = 0
volume = 0
value = 1,3

[State 1020, Kick]
type = PlaySnd
trigger1 = AnimElem = 8
volume = 0
value = 1020,1

[State 1020, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 1021
vel = 0,.2
pos = 31,-36
sprpriority = 4
removetime = 12
removeongethit = 1
ontop = 1

[State 1020, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = Normal
name = "BombClose"
ID = 1020
pos = 51,-43
postype = p1
stateno = 1021

[State 1020, end!!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
; BombClose (Helper)
[Statedef 1021]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 1.5,-10
anim = 1022
sprpriority = 5
ctrl = 0

[State 1021, 1]
type = PosAdd
trigger1 = Time = 0
y = -0.01

[State 1021, 2]
type = VelAdd
trigger1 = Time >= 0
y = .5

[State 1021, Bomb]
type = HitDef
triggerall = MoveContact = 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
attr = S, SA
damage = 75, 10
animtype = Medium
getpower = 20, 10
givepower = 10, 5
guardflag = MA
hitflag = MAFP
pausetime = 0, 4
hitsound = S1020,2
guardsound = S1020,3
volume = 0
sparkno = -1
sparkxy = 6,-5
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2
palfx.time = 18
palfx.add = 232, 80, 0
palfx.mul = 300, 192, 192
palfx.sinadd = 32,8,5,5

[State 1021, Change1]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
trigger1 = MoveContact = 0
value = 1022
ctrl = 0

[State 1021, Change2]
type = ChangeState
trigger1 = MoveContact = 1
value = 1023
ctrl = 0

[state 1021, HitOver]; Esse sctrl serve p dizer q qualquer ataque especificado, obriga-o a ir p o state 1023
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 1023

; Any Bomb Explod (Alone)
[Statedef 1022]
type = S
movetype = I
physics = N
anim = 1023
velset = 0,0
ctrl = 0

[State 1022, 0]
type = PosFreeze
trigger1 = Time = 0
time = 24

[State 1022, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1020,2

[State 1022, 2]
type = Explod
trigger1 = NumExplod(1022) < 2
trigger1 = Random < 500
anim = 1023
ID = 1022
sprpriority = 5
pos = 0,-50
random = 50,50
bindtime = 1
ignorehitpause = 1

[State 1022, End]
type = DestroySelf
trigger1 = AnimTime = 0

; Any Bomb Explod (Hit)
[Statedef 1023]
type = A
movetype = I
physics = N
anim = 1023
velset = 0,0
ctrl = 0

[State 1022, 0]
type = PosFreeze
trigger1 = Time = 0
time = 24

[State 1022, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1020,2

[State 1023, 2]
type = Explod
trigger1 = NumExplod(1022) < 2
trigger1 = Random < 500
anim = 1023
ID = 1022
sprpriority = 5
pos = 0,-50
random = 50,50
bindtime = 1
ignorehitpause = 1

[State 1022, End]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; SHOT_BOMB_FAR
[Statedef 1040]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1020
poweradd = 70

[State 1020, Scream]
type = PlaySnd
trigger1 = Time = 0
volume = 0
value = 1,3

[State 1020, Kick]
type = PlaySnd
trigger1 = AnimElem = 8
volume = 0
value = 1020,1

[State 1020, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 1021
vel = 0,.2
pos = 31,-36
sprpriority = 4
removetime = 12
removeongethit = 1
ontop = 1

[State 1020, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = Normal
name = "BombFar"
ID = 1040
pos = 51,-43
postype = p1
stateno = 1041

[State 1040, end!!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
; BombFar (Helper)
[Statedef 1041]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 7,-4.5
anim = 1022
sprpriority = 5
ctrl = 0

[State 1021, 1]
type = PosAdd
trigger1 = TIme = 0
y = -0.01

[State 1021, 2]
type = VelAdd
trigger1 = Time >= 0
y = .5

[State 1021, Bomb]
type = HitDef
triggerall = MoveContact = 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
attr = S, SA
damage = 75, 10
animtype = Medium
getpower = 20, 10
givepower = 10, 5
guardflag = MA
hitflag = MAFP
pausetime = 0, 4
hitsound = S1020,2
guardsound = S1020,3
volume = 0
sparkno = -1
sparkxy = 6,-5
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2
palfx.time = 18
palfx.add = 232, 80, 0
palfx.mul = 300, 192, 192
palfx.sinadd = 32,8,5,5

[State 1021, Change1]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
trigger1 = MoveContact = 0
value = 1022; State de bomba explodindo sozinha
ctrl = 0

[State 1021, Change2]
type = ChangeState
trigger1 = MoveContact = 1
trigger2 = MoveType = H
value = 1023; State de bomba explodindo, acertando o oponente
ctrl = 0

[state 1021, HitOver]; Esse sctrl serve p dizer q qualquer ataque especificado, obriga-o a ir p o state 1023
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 1023
;---------------------------------------------------------------------------
; FURY ATTACK LIGHT (1 time)
[Statedef 1060]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 30
velset = 0,0
anim = 1060
ctrl = 0

[State 1060, Fix1]
type = VarSet
trigger1 = Time = 0
V = 1
value = 0

[State 1061, Counter]
type = VarSet
trigger1 = Time = 0
V = 2
value = 0

[State 1060, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1,3
volume = 0

[State 1060, 1b]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1001,0
volume = 0

[State 1060, 2]
type = VelSet
trigger1 = AnimElem = 3
x = 3

[State 1060, 3] 
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype  = Hard
damage    = 25,5
getpower = 20,10
givepower = 10,5
priority  = 5
guardflag = MA
pausetime = 8,8
sparkxy = -18,-44
sparkno = 1
hitsound   = S1000,1
guardsound = S1000,3
ground.type = High
ground.slidetime = 17
ground.hittime  = 19
ground.velocity = -2
air.velocity = -3,-2.5

[State 1060, Command]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = AnimElem = 5, = 1
value = 1061

[State 1060, end!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; FURY ATTACK LIGHT (2 to 4 times)
[Statedef 1061]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 30
velset = 0,0
anim = 1061
ctrl = 0

[State 1061, Fix1]
type = VarSet
trigger1 = Time = 0
V = 1
value = 0

[State 1060, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1,0
volume = 0

[State 1061, 1b]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1001,0
volume = 0

[State 1020, 4]
type = VelSet
trigger1 = AnimElem = 4
x = 3

[State 1020, 6] 
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Hard
damage    = 25,5
getpower = 20,10
givepower = 10,5
priority  = 5
guardflag = MA
pausetime = 8,8
sparkxy = -18,-44
sparkno = 1
hitsound   = S1000,1
guardsound = S1000,3
ground.type = High
ground.slidetime = 17
ground.hittime  = 19
ground.velocity = -2
air.velocity = -3,-2.5

[State 1061, Add]
type = VarAdd
trigger1 = AnimElem = 5
v = 2
value = 1

[State 1061, Command]; 2 to 4 times
type = ChangeState
trigger1 = Var(2) <= 2
trigger1 = Var(1) = 1
trigger1 = AnimElem = 6, = 1
value = 1061

[State 1061, Command] ; Last
type = ChangeState
trigger1 = Var(2) > 2
trigger1 = Var(1) = 1
trigger1 = AnimElem = 6, = 1
value = 1062

[State 1061, end!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; FURY ATTACK LIGHT (end)
[Statedef 1062]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
velset = 0,0
anim = 1062
ctrl = 0

[State 1062, Fix1]
type = VarSet
trigger1 = Time = 0
V = 1
value = 0

[State 1062, CounterFix]
type = VarSet
trigger1 = Time = 0
V = 2
value = 0

[State 1062, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1,1
volume = 0

[State 1062, 1b]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1001,1
volume = 0

[State 1020, 4]
type = VelSet
trigger1 = AnimElem = 4
x = 3

[State 1060, 6] 
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Back
damage    = 50,20
getpower = 25,10
givepower = 25,8
priority  = 5
guardflag = MA
pausetime = 18,18
sparkxy = -18,-44
sparkno = 2
hitsound   = S1000,2
guardsound = S1000,3
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6,-2
air.velocity = -4,-2.5
fall = ifelse(p2name = "Mercedes Benz",0, 1)

[State 1060, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; FURY ATTACK HARD (1 time)
[Statedef 1070]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
velset = 0,0
anim = 1060
ctrl = 0

[State 1060, Fix1]
type = VarSet
trigger1 = Time = 0
V = 1
value = 0

[State 1061, Counter]
type = VarSet
trigger1 = Time = 0
V = 3
value = 0

[State 1060, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1,3
volume = 0

[State 1060, 1b]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1001,0
volume = 0

[State 1060, 2]
type = VelSet
trigger1 = AnimElem = 3
x = 5

[State 1060, 3] 
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype  = Hard
damage    = 30,6
getpower = 20,10
givepower = 10,5
priority  = 5
guardflag = MA
pausetime = 8,8
sparkxy = -18,-44
sparkno = 1
hitsound   = S1000,1
guardsound = S1000,3
ground.type = High
ground.slidetime = 17
ground.hittime  = 19
ground.velocity = -4
air.velocity = -4,-2.5

[State 1060, Command]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = AnimElem = 5, = 1
value = 1071

[State 1060, end!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; FURY ATTACK HARD (2 to 4 times)
[Statedef 1071]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
velset = 0,0
anim = 1061
ctrl = 0

[State 1061, Fix1]
type = VarSet
trigger1 = Time = 0
V = 1
value = 0

[State 1060, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1,0
volume = 0

[State 1061, 1b]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1001,0
volume = 0

[State 1020, 4]
type = VelSet
trigger1 = AnimElem = 4
x = 5

[State 1020, 6] 
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Hard
damage    = 30,6
getpower = 20,10
givepower = 10,5
priority  = 5
guardflag = MA
pausetime = 8,8
sparkxy = -18,-44
sparkno = 1
hitsound   = S1000,1
guardsound = S1000,3
ground.type = High
ground.slidetime = 17
ground.hittime  = 19
ground.velocity = -4
air.velocity = -4,-2.5

[State 1061, Add]
type = VarAdd
trigger1 = AnimElem = 5
v = 3
value = 1

[State 1061, Command]; 2 to 4 times
type = ChangeState
trigger1 = Var(3) <= 2
trigger1 = Var(1) = 1
trigger1 = AnimElem = 6, = 1
value = 1071

[State 1061, Command] ; Last
type = ChangeState
trigger1 = Var(3) > 2
trigger1 = Var(1) = 1
trigger1 = AnimElem = 6, = 1
value = 1072

[State 1061, end!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; FURY ATTACK HARD (end)
[Statedef 1072]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
velset = 0,0
anim = 1062
ctrl = 0

[State 1062, Fix1]
type = VarSet
trigger1 = Time = 0
V = 1
value = 0

[State 1062, CounterFix]
type = VarSet
trigger1 = Time = 0
V = 3
value = 0

[State 1062, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1,1
volume = 0

[State 1062, 1b]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1001,1
volume = 0

[State 1020, 4]
type = VelSet
trigger1 = AnimElem = 4
x = 5

[State 1060, 6] 
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Back
damage    = 60,25
getpower = 25,10
givepower = 25,8
priority  = 5
guardflag = MA
pausetime = 21,21
sparkxy = -18,-44
sparkno = 2
hitsound   = S1000,2
guardsound = S1000,3
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -8,-4
air.velocity = -8,-4
fall = ifelse(p2name = "Mercedes Benz",0, 1)

[State 1060, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; TRIPLE THROW BOMB (Rain)
[Statedef 1080]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1080
poweradd = 75

[State 1080, Scream]
type = PlaySnd
trigger1 = TIme = 0
volume = 0
value = 1,3

[State 1080, Kick]
type = PlaySnd
trigger1 = AnimElem = 2
volume = 0
value = 1001,1

[State 1080, Mira1]
type = Explod
trigger1 = AnimElem = 4
anim = 1081
vel = 0,0
postype = p1
pos = -68,0
sprpriority = 1
removetime = 36

[State 1080, Mira2]
type = Explod
trigger1 = AnimElem = 4
anim = 1081
vel = 0,0
postype = p1
pos = 0,0
sprpriority = 1
removetime = 36

[State 1080, Mira3]
type = Explod
trigger1 = AnimElem = 4
anim = 1081
vel = 0,0
postype = p1
pos = 68,0
sprpriority = 1
removetime = 36

[State 1080, Bomb1]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "RBomb1"
ID = 1081
pos = 0,-55
postype = p1
stateno = 1081

[State 1080, Bomb2]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "RBomb2"
ID = 1082
pos = 0,-55
postype = p1
stateno = 1082

[State 1080, Bomb3]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "RBomb3"
ID = 1083
pos = 0,-55
postype = p1
stateno = 1083

[State 1040, end!!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
; RBomb1 (Helper)
[Statedef 1081]
type    = A
movetype= A
physics = N
juggle  = 0
velset = -1.5,-7.25
anim = 1022
sprpriority = 5
ctrl = 0

[State 1021, 1]
type = PosAdd
trigger1 = TIme = 0
y = -0.01

[State 1021, 2]
type = VelAdd
trigger1 = Time >= 0
y = .5

[State 1021, Bomb]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
attr = S, SA
damage = 75, 10
animtype = Medium
getpower = 20, 10
givepower = 10, 5
guardflag = MA
hitflag = MAFP
pausetime = 0, 4
hitsound = S1020,2
guardsound = S1020,3
volume = 0
sparkno = -1
sparkxy = 6,-5
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2
palfx.time = 18
palfx.add = 232, 80, 0
palfx.mul = 300, 192, 192
palfx.sinadd = 32,8,5,5
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
fall.recover = 1

[State 1021, Change1]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
trigger1 = MoveContact = 0
value = 1022; State de bomba explodindo sozinha
ctrl = 0

[State 1021, Change2]
type = ChangeState
trigger1 = MoveContact = 1
trigger2 = MoveType = H
value = 1023; State de bomba explodindo, acertando o oponente
ctrl = 0

[state 1021, HitOver]; Esse sctrl serve p dizer q qualquer ataque especificado, obriga-o a ir p o state 1023
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 1023


; RBomb2 (Helper)
[Statedef 1082]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,-7.25
anim = 1022
sprpriority = 5
ctrl = 0

[State 1021, 1]
type = PosAdd
trigger1 = TIme = 0
y = -0.01

[State 1021, 2]
type = VelAdd
trigger1 = Time >= 0
y = .5

[State 1021, Bomb]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
attr = S, SA
damage = 75, 10
animtype = Medium
getpower = 20, 10
givepower = 10, 5
guardflag = MA
hitflag = MAFP
pausetime = 0, 4
hitsound = S1020,2
guardsound = S1020,3
volume = 0
sparkno = -1
sparkxy = 6,-5
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2
palfx.time = 18
palfx.add = 232, 80, 0
palfx.mul = 300, 192, 192
palfx.sinadd = 32,8,5,5
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
fall.recover = 1

[State 1021, Change1]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
trigger1 = MoveContact = 0
value = 1022; State de bomba explodindo sozinha
ctrl = 0

[State 1021, Change2]
type = ChangeState
trigger1 = MoveContact = 1
trigger2 = MoveType = H
value = 1023; State de bomba explodindo, acertando o oponente
ctrl = 0

[state 1021, HitOver]; Esse sctrl serve p dizer q qualquer ataque especificado, obriga-o a ir p o state 1023
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 1023


; RBomb3 (Helper)
[Statedef 1083]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 1.5,-7.25
anim = 1022
sprpriority = 5
ctrl = 0

[State 1021, 1]
type = PosAdd
trigger1 = TIme = 0
y = -0.01

[State 1021, 2]
type = VelAdd
trigger1 = Time >= 0
y = .5

[State 1021, Bomb]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
attr = S, SA
damage = 75, 10
animtype = Medium
getpower = 20, 10
givepower = 10, 5
guardflag = MA
hitflag = MAFP
pausetime = 0, 4
hitsound = S1020,2
guardsound = S1020,3
volume = 0
sparkno = -1
sparkxy = 6,-5
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2
palfx.time = 18
palfx.add = 232, 80, 0
palfx.mul = 300, 192, 192
palfx.sinadd = 32,8,5,5
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
fall.recover = 1

[State 1021, Change1]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
trigger1 = MoveContact = 0
value = 1022; State de bomba explodindo sozinha
ctrl = 0

[State 1021, Change2]
type = ChangeState
trigger1 = MoveContact = 1
trigger2 = MoveType = H
value = 1023; State de bomba explodindo, acertando o oponente
ctrl = 0

[state 1021, HitOver]; Esse sctrl serve p dizer q qualquer ataque especificado, obriga-o a ir p o state 1023
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 1023


;---------------------------------------------------------------------------
; TRIPLE THROW BOMB (Original)
[Statedef 1090]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1080
poweradd = 70

[State 1090, Scream]
type = PlaySnd
trigger1 = TIme = 0
volume = 0
value = 1,3

[State 1090, Kick]
type = PlaySnd
trigger1 = AnimElem = 2
volume = 0
value = 1001,1

[State 1090, Mira1]
type = Explod
trigger1 = AnimElem = 4
anim = 1081
vel = 0,0
postype = p1
pos = 68,0
sprpriority = 1
removetime = 45

[State 1090, Mira2]
type = Explod
trigger1 = AnimElem = 4
anim = 1081
vel = 0,0
postype = p1
pos = 110,0
sprpriority = 1
removetime = 36

[State 1090, Mira3]
type = Explod
trigger1 = AnimElem = 4
anim = 1081
vel = 0,0
postype = p1
pos = 130,0
sprpriority = 1
removetime = 27

[State 1080, Bomb1]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "OBomb1"
ID = 1091
pos = 0,-55
postype = p1
stateno = 1091

[State 1080, Bomb2]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "OBomb2"
ID = 1092
pos = 0,-55
postype = p1
stateno = 1092

[State 1080, Bomb3]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "OBomb3"
ID = 1093
pos = 0,-55
postype = p1
stateno = 1093

[State 1040, end!!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
; OBomb1 (Helper)
[Statedef 1091]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 1.5,-10
anim = 1022
sprpriority = 5
ctrl = 0

[State 1021, 1]
type = PosAdd
trigger1 = TIme = 0
y = -0.01

[State 1021, 2]
type = VelAdd
trigger1 = Time >= 0
y = .5

[State 1021, Bomb]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
attr = S, SA
damage = 75, 10
animtype = Up
getpower = 20, 10
givepower = 10, 5
guardflag = MA
hitflag = MAF
pausetime = 0, 4
hitsound = S1020,2
guardsound = S1020,3
volume = 0
sparkno = -1
sparkxy = 6,-5
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -.5,-4
air.animtype = Low
air.velocity = -.5,-4
air.juggle = 2
palfx.time = 18
palfx.add = 232, 80, 0
palfx.mul = 300, 192, 192
palfx.sinadd = 32,8,5,5
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
fall.recover = 1

[State 1021, Change1]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
trigger1 = MoveContact = 0
value = 1022; State de bomba explodindo sozinha
ctrl = 0

[State 1021, Change2]
type = ChangeState
trigger1 = MoveContact = 1
trigger2 = MoveType = H
value = 1023; State de bomba explodindo, acertando o oponente
ctrl = 0

[state 1021, HitOver]; Esse sctrl serve p dizer q qualquer ataque especificado, obriga-o a ir p o state 1023
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 1023


; OBomb2 (Helper)
[Statedef 1092]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 3.25,-7.25
anim = 1022
sprpriority = 5
ctrl = 0

[State 1021, 1]
type = PosAdd
trigger1 = TIme = 0
y = -0.01

[State 1021, 2]
type = VelAdd
trigger1 = Time >= 0
y = .5

[State 1021, Bomb]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
attr = S, SA
damage = 75, 10
animtype = Up
getpower = 20, 10
givepower = 10, 5
guardflag = MA
hitflag = MAF
pausetime = 0, 4
hitsound = S1020,2
guardsound = S1020,3
volume = 0
sparkno = -1
sparkxy = 6,-5
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -.5,-4
air.animtype = Low
air.velocity = -.5,-4
air.juggle = 2
palfx.time = 18
palfx.add = 232, 80, 0
palfx.mul = 300, 192, 192
palfx.sinadd = 32,8,5,5
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
fall.recover = 1

[State 1021, Change1]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
trigger1 = MoveContact = 0
value = 1022; State de bomba explodindo sozinha
ctrl = 0

[State 1021, Change2]
type = ChangeState
trigger1 = MoveContact = 1
trigger2 = MoveType = H
value = 1023; State de bomba explodindo, acertando o oponente
ctrl = 0

[state 1021, HitOver]; Esse sctrl serve p dizer q qualquer ataque especificado, obriga-o a ir p o state 1023
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 1023


; OBomb3 (Helper)
[Statedef 1093]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 5,-4.5
anim = 1022
sprpriority = 5
ctrl = 0

[State 1021, 1]
type = PosAdd
trigger1 = TIme = 0
y = -0.01

[State 1021, 2]
type = VelAdd
trigger1 = Time >= 0
y = .5

[State 1021, Bomb]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
attr = S, SA
damage = 75, 10
animtype = Up
getpower = 20, 10
givepower = 10, 5
guardflag = MA
hitflag = MAF
pausetime = 0, 4
hitsound = S1020,2
guardsound = S1020,3
volume = 0
sparkno = -1
sparkxy = 6,-5
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -.5,-4
air.animtype = Low
air.velocity = -.5,-4
air.juggle = 2
palfx.time = 18
palfx.add = 232, 80, 0
palfx.mul = 300, 192, 192
palfx.sinadd = 32,8,5,5
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
fall.recover = 1

[State 1021, Change1]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
trigger1 = MoveContact = 0
value = 1022; State de bomba explodindo sozinha
ctrl = 0

[State 1021, Change2]
type = ChangeState
trigger1 = MoveContact = 1
trigger2 = MoveType = H
value = 1023; State de bomba explodindo, acertando o oponente
ctrl = 0

[state 1021, HitOver]; Esse sctrl serve p dizer q qualquer ataque especificado, obriga-o a ir p o state 1023
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 1023


;---------------------------------------------------------------------------
; SUPER MOTIONS
;---------------------------------------------------------------------------
; DEADLY SKULL BOMB (DM)
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 3000
poweradd = -1000
ctrl = 0

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 0
pos = 17,-16
time = 45
anim = 100

[State 3000, Super B]
type = PlaySnd
trigger1 = Time = 0
volume = 0
value = 3000,0 ;Play fight sound of super

[State 3000, Super D]
type = AfterImage
trigger1 = Time = 0
time = 2

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,100]
time = 2

[State 3000, Super F] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 12

[State 3000, Scream]
type = PlaySnd
trigger1 = AnimElem = 3
value = 181,0
volume = 100
channel = 0

[State 3000, Wind]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1001,1
channel = 1

[State 3000, Helper]
type = Helper
trigger1 = AnimELem = 3
helpertype = Normal
name = "Skull Bomb"
ID = 3000
pos = -3,-55
postype = p1
stateno = 3001

[State 3000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
; Skull Bomb (Helper)
[Statedef 3001]
type    = A
movetype= A
physics = N
juggle  = 0
anim = 3001
sprpriority = 5
ctrl = 0

; States q definem a direção da Skull Bomb
; Defini 6 distâncias diferentes, de acordo com a distância do oponente!!!
[State 3001, Close1]
type = VelSet
triggerall = Time = 0
trigger1 = P2BodyDist X >= 0
trigger1 = P2BodyDist X <= 50
x = 1.5
y = -5.5

[State 3001, Close2]
type = VelSet
triggerall = Time = 0
trigger1 = P2BodyDist X > 50
trigger1 = P2BodyDist X <= 100
x = 3
y = -5.5

[State 3001, Mid1]
type = VelSet
triggerall = Time = 0
trigger1 = P2BodyDist X > 100
trigger1 = P2BodyDist X <= 150
x = 4.5
y = -5.5

[State 3001, Mid2]
type = VelSet
triggerall = Time = 0
trigger1 = P2BodyDist X > 150
trigger1 = P2BodyDist X <= 200
x = 7
y = -5.5

[State 3001, Far1]
type = VelSet
triggerall = Time = 0
trigger1 = P2BodyDist X > 200
trigger1 = P2BodyDist X <= 250
x = 9
y = -5.5

[State 3001, Far2]
type = VelSet
triggerall = Time = 0
trigger1 = P2BodyDist X > 250
x = 11
y = -5.5

[State 3001, 1]
type = PosAdd
trigger1 = TIme = 0
y = -0.01

[State 3001. 2]
type = VelAdd
trigger1 = Time >= 0
y = .5

[State 3000, Skull]
type = HitDef
triggerall = MoveContact = 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
attr = S, HA
damage = 250,100
animtype = hard
guardflag = MA
sparkno = S3003
guard.sparkno = S3003
sparkxy = -10,-60
hitsound = S1020,2
guardsound = S1020,3
getpower = 0,30
givepower = 0,15
pausetime = 5,5
ground.velocity = -4,-12
air.velocity = -4,-12
envshake.time = 40
evshake.freq = 90
envshake.ampl = -4
envshake.phase = 45
palfx.time = 55
p2stateno = 3005
palfx.add = 222,89,0
palfx.mul = 300,192,192
palfx.sinadd = 32,5,5,8
fall = ifelse(p2name = "Mercedes Benz",0, 1)
fall.recover = 0

[State 3001, Snd]
type = PlaySnd
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
value = 9000,0
volume = 255
channel = 3

[State 3001, Screen]
type = EnvColor
trigger1 = WinKO = 1
value = 255,255,255
ignorehitpause = 1
persistent = 0
under = 1
time = 20

[State 3001, Chars]
type = PalFX
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
value = 0,0,0
mul = 0,0,0
time = 20

[State 3001, Change1]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
trigger1 = MoveContact = 0
value = 3002
ctrl = 0

[State 3001, Change2]
type = ChangeState
trigger1 = MoveContact = 1
trigger2 = MoveType = H
value = 3003
ctrl = 0

[state 3001, HitOver]; Esse sctrl serve p dizer q qualquer ataque especificado, obriga-o a ir p o state 1023
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 3003


; Skull Bomb Explod (Alone)
[Statedef 3002]
type = S
movetype = I
physics = N
velset = 0,0
anim = 3002
ctrl = 0

[State 3002, 0]
type = PosFreeze
trigger1 = Time = 0
time = 24

[State 3002, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3000,2

[State 3000, 2]
type = Explod
trigger1 = NumExplod(3002) < 4
trigger1 = Random < 500
anim = 3003
ID = 3002
sprpriority = 5
pos = 0,-50
random = 100,100
bindtime = 1
ignorehitpause = 1

[State 3002, End]
type = DestroySelf
trigger1 = AnimTime = 0

; Skull Bomb Explod (Hit)
[Statedef 3003]
type = A
movetype = I
physics = N
velset = 0,0
anim = 3002
ctrl = 0

[State 3002, 0]
type = PosFreeze
trigger1 = Time = 0
time = 24

[State 3002, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3000,2
ignorehitpause = 1

[State 3000, 2]
type = Explod
trigger1 = NumExplod(3002) < 4
trigger1 = Random < 500
anim = 3003
ID = 3002
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
bindtime = 1
ignorehitpause = 1

[State 3002, End]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------
; Hit by Deadly Skull Bomb
[Statedef 3005]
type=A
movetype=H
physics=N

[State 3005, 0]
type=VelSet
trigger1=Time = 0
x=0
y=0
z=0

[State 3005, 1]
type=ChangeAnim2
trigger1=Time >= 0
trigger1=AnimExist(5000)
value=3004

[State 3005, 2]
type=ChangeState
trigger1=HitShakeOver = 1
value=3006

[Statedef 3006]
type=A
movetype=H
physics=N
velset=-1.7,-11

[State 3006, 1]
type=VelAdd
trigger1=Time > 0
y=.4

[State 3006, 2]
type=PalFx
trigger1=Time > 0
time=50
add=222,89,0
mul=300,192,192
sinadd=32,5,5,8

[State 3006, 3]
type=SelfState
trigger1=Pos Y >= 0
trigger1=Vel Y > 0
value=5100
;---------------------------------------------------------------------------
; DEADLY SKULL NUKE (SDM)
[Statedef 3010]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 3000
poweradd = -2000
ctrl = 0

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 0
pos = 17,-16
time = 45
anim = 101

[State 3000, Super B]
type = PlaySnd
trigger1 = Time = 0
volume = 0
value = 3000,1 ;Play fight sound of super

[State 3000, Super D]
type = AfterImage
trigger1 = Time = 0
paladd = 200, 15,15
palmul = .75,.65,.65
time = 2

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,100]
time = 2

[State 3000, Super F] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 12

[State 3000, Scream]
type = PlaySnd
trigger1 = AnimElem = 3
value = 181,0
volume = 100
channel = 0

[State 3010, Wind]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1001,1
channel = 1

[State 3010, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Skull Nuke"
ID = 3010
pos = -3,-55
postype = p1
stateno = 3011

[State 3000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
; Skull Nuke (Helper)
[Statedef 3011]
type    = A
movetype= A
physics = N
juggle  = 0
anim = 3010
sprpriority = 5
ctrl = 0

; States q definem a direção da Skull Nuke
; Defini 6 distâncias diferentes, de acordo com a distância do oponente!!!
[State 3001, Close1]
type = VelSet
triggerall = Time = 0
trigger1 = P2BodyDist X >= 0
trigger1 = P2BodyDist X <= 50
x = 1.5
y = -6

[State 3001, Close2]
type = VelSet
triggerall = Time = 0
trigger1 = P2BodyDist X > 50
trigger1 = P2BodyDist X <= 100
x = 3
y = -6

[State 3001, Mid1]
type = VelSet
triggerall = Time = 0
trigger1 = P2BodyDist X > 100
trigger1 = P2BodyDist X <= 150
x = 4.5
y = -6

[State 3001, Mid2]
type = VelSet
triggerall = Time = 0
trigger1 = P2BodyDist X > 150
trigger1 = P2BodyDist X <= 200
x = 6
y = -6

[State 3001, Far1]
type = VelSet
triggerall = Time = 0
trigger1 = P2BodyDist X > 200
trigger1 = P2BodyDist X <= 250
x = 8
y = -6

[State 3001, Far2]
type = VelSet
triggerall = Time = 0
trigger1 = P2BodyDist X > 250
x = 11
y = -6

[State 3001, 1]
type = PosAdd
trigger1 = TIme = 0
y = -0.01

[State 3001. 2]
type = VelAdd
trigger1 = Time >= 0
y = .5

[State 3010, Skull]
type = HitDef
triggerall = MoveContact = 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
attr = S, HA
damage = 400,150
animtype = hard
guardflag = MA
sparkno = S3003
guard.sparkno = S3003
sparkxy = -10,-60
hitsound = S1020,2
guardsound = S1020,3
getpower = 0,30
givepower = 0,15
pausetime = 5,5
ground.velocity = -4,-12
air.velocity = -4,-12
envshake.time = 40
evshake.freq = 90
envshake.ampl = -4
envshake.phase = 45
palfx.time = 62
p2stateno = 3015
palfx.add = 222,89,0
palfx.mul = 300,192,192
palfx.sinadd = 32,5,5,8
fall = ifelse(p2name = "Mercedes Benz",0, 1)
fall.recover = 0

[State 3001, Super_Snd1]
type = PlaySnd
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
value = 9000,1
volume = 255

[State 3001, Super_Screen]
type = EnvColor
trigger1 = WinKO = 1
value = 255,0,0
ignorehitpause = 1
persistent = 0
under = 1
time = 20

[State 3001, Super_Chars]
type = PalFX
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
value = 0,0,0
mul = 0,0,0
time = 20

[State 3001, Change1]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
trigger1 = MoveContact = 0
value = 3012
ctrl = 0

[State 3001, Change2]
type = ChangeState
trigger1 = MoveContact = 1
trigger2 = MoveType = H
value = 3013
ctrl = 0

[state 3001, HitOver]; Esse sctrl serve p dizer q qualquer ataque especificado, obriga-o a ir p o state 1023
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 3013

; Skull Nuke Explod (Alone)
[Statedef 3012]
type = S
movetype = I
physics = N
velset = 0,0
anim = 3011
ctrl = 0

[State 3002, 0]
type = PosFreeze
trigger1 = Time = 0
time = 24

[State 3002, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3

[State 3000, 2]
type = Explod
trigger1 = NumExplod(3002) < 8
trigger1 = Random < 500
anim = 3003
ID = 3002
sprpriority = 5
pos = 0,-50
random = 100,100
bindtime = 1
ignorehitpause = 1

[State 3002, End]
type = DestroySelf
trigger1 = AnimTime = 0

; Skull Nuke Explod (Hit)
[Statedef 3013]
type = A
movetype = I
physics = N
velset = 0,0
anim = 3011
ctrl = 0

[State 3002, 0]
type = PosFreeze
trigger1 = Time = 0
time = 24

[State 3002, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3
ignorehitpause = 1

[State 3000, 2]
type = Explod
trigger1 = NumExplod(3002) < 8
trigger1 = Random < 500
anim = 3003
ID = 3002
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
bindtime = 1
ignorehitpause = 1

[State 3002, End]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------
; Hit by Deadly Skull Nuke
[Statedef 3015]
type=A
movetype=H
physics=N

[State 3005, 0]
type=VelSet
trigger1=Time = 0
x=0
y=0
z=0

[State 3005, 1]
type=ChangeAnim2
trigger1=Time >= 0
trigger1=AnimExist(5000)
value = 3012

[State 3005, 2]
type=ChangeState
trigger1=HitShakeOver = 1
value = 3016

[Statedef 3016]
type=A
movetype=H
physics=N
velset=-3.4,-18

[State 3006, 1]
type=VelAdd
trigger1=Time > 0
y=.4

[State 3006, 2]
type=PalFx
trigger1=Time > 0
time=62
add=222,89,0
mul=300,192,192
sinadd=32,5,5,8

[State 3006, 3]
type=SelfState
trigger1=Pos Y >= 0
trigger1=Vel Y > 0
value=5100
;---------------------------------------------------------------------------
; TALK WITH MY BAZOOKA!!!! (DM)
[Statedef 3020]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 3020
poweradd = -1000
ctrl = 0

[State 3020, Super A]
type = SuperPause
trigger1 = Time = 0
pos = -25,-27
time = 60
anim = 100

[State 3020, Super B]
type = PlaySnd
trigger1 = Time = 0
volume = 0
value = 3000,0 ;Play fight sound of super

[State 3020, Super B2]
type = PlaySnd
trigger1 = Time = 2
value = 1,1
channel = 0

[State 3020, Super D]
type = AfterImage
trigger1 = Time = 0
time = 2

[State 3020, Super E]
type = AfterImageTime
trigger1 = Time = [2,134]
time = 2

[State 3020, Super F] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 0
value = , NA, SA, AT
time = 5

[State 3030, Explod1]
type = Explod
trigger1 = Time = 31
anim = 3021
vel = 0,0
postype = p1
pos = 68,-57
ontop = 1
removetime = 9

[State 3030, Explod2]
type = Explod
trigger1 = Time = 46
anim = 3021
vel = 0,0
postype = p1
pos = 68,-57
ontop = 1
removetime = 9

[State 3030, Explod3]
type = Explod
trigger1 = Time = 61
anim = 3021
vel = 0,0
postype = p1
pos = 68,-57
ontop = 1
removetime = 9

[State 3030, Explod4]
type = Explod
trigger1 = Time = 76
anim = 3021
vel = 0,0
postype = p1
pos = 68,-57
ontop = 1
removetime = 9

[State 3030, Snd]
type = PlaySnd
trigger1 = Time = 28
trigger2 = Time = 43
trigger3 = Time = 58
trigger4 = Time = 73
value = 3020,0
channel = 1

[State 3020, Proj_1_to_3]
type = Projectile
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
projanim = 3022
projhitanim = 3023
projshadow = -1
projpriority = 4
projmisstime = 2
projremovetime = 85
projid = 3002
velocity = 7.5
offset = 120,-56
attr = S, HP
damage = 60,15
animtype = Hard
getpower = 0,0
givepower = 0,0
guardflag = MA
hitflag = MAFP
pausetime = 1,1
hitsound = S3000,2
sparkno = -1
sparkxy = 6,-5
guardsound = S1020,3
ground.type = Low
ground.slidetime = 7
ground.hittime = 18
ground.velocity = -5
air.animtype = High
air.velocity = -5,0
palfx.time = 20
palfx.add = 255,0,0
palfx.mul = 255,0,0

[State 3020, Proj_4]
type = Projectile
trigger1 = AnimElem = 13
projanim = 3022
projhitanim = 3023
projshadow = -1
projpriority = 4
projmisstime = 2
projremovetime = 85
projid = 3002
velocity = 7.5
offset = 120,-56
attr = S, HP
damage = 70,30
animtype = Hard
getpower = 0,0
givepower = 0,0
guardflag = MA
hitflag = MAFP
pausetime = 1,1
hitsound = S3000,2
sparkno = -1
sparkxy = 6,-5
guardsound = S1020,3
ground.type = Low
ground.slidetime = 3
ground.hittime = 4
ground.velocity = -6,-10
air.animtype = High
air.velocity = -6,-10
air.fall = 1
fall = ifelse(p2name = "Mercedes Benz",0, 1)
fall.recover = 0
palfx.time = 20
palfx.add = 255,0,0
palfx.mul = 255,0,0

[State 3001, Snd]
type = PlaySnd
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
value = 9000,0
volume = 255
channel = 3

[State 3001, Screen]
type = EnvColor
trigger1 = WinKO = 1
value = 255,255,255
ignorehitpause = 1
persistent = 0
under = 1
time = 20

[State 3001, Chars]
type = PalFX
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
value = 0,0,0
mul = 0,0,0
time = 20

[State 3020, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; TALK WITH MY BAZOOKA!!!! (SDM)
[Statedef 3030]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 3030
poweradd = -2000
ctrl = 0

[State 3020, Super A]
type = SuperPause
trigger1 = Time = 0
pos = -25,-27
time = 60
anim = 101

[State 3020, Super B]
type = PlaySnd
trigger1 = Time = 0
volume = 0
value = 3000,1 ;Play fight sound of super

[State 3020, Super B2]
type = PlaySnd
trigger1 = Time = 2
value = 1,2
channel = 0

[State 3020, Super D]
type = AfterImage
trigger1 = Time = 0
paladd = 200, 15,15
palmul = .75,.65,.65
time = 2

[State 3020, Super E]
type = AfterImageTime
trigger1 = Time = [2,254]
time = 2

[State 3020, Super F] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 0
value = , NA, SA, AT
time = 5

[State 3030, Explod1]
type = Explod
trigger1 = Time = 31
anim = 3021
vel = 0,0
postype = p1
pos = 68,-57
ontop = 1
removetime = 9

[State 3030, Explod2]
type = Explod
trigger1 = Time = 46
anim = 3021
vel = 0,0
postype = p1
pos = 68,-57
ontop = 1
removetime = 9

[State 3030, Explod3]
type = Explod
trigger1 = Time = 61
anim = 3021
vel = 0,0
postype = p1
pos = 68,-57
ontop = 1
removetime = 9

[State 3030, Explod4]
type = Explod
trigger1 = Time = 76
anim = 3021
vel = 0,0
postype = p1
pos = 68,-57
ontop = 1
removetime = 9

[State 3030, Explod5]
type = Explod
trigger1 = Time = 91
anim = 3021
vel = 0,0
postype = p1
pos = 68,-57
ontop = 1
removetime = 9

[State 3030, Explod6]
type = Explod
trigger1 = Time = 106
anim = 3021
vel = 0,0
postype = p1
pos = 68,-57
ontop = 1
removetime = 9

[State 3030, Explod7]
type = Explod
trigger1 = Time = 121
anim = 3021
vel = 0,0
postype = p1
pos = 68,-57
ontop = 1
removetime = 9

[State 3030, Explod8]
type = Explod
trigger1 = Time = 136
anim = 3021
vel = 0,0
postype = p1
pos = 68,-57
ontop = 1
removetime = 9

[State 3030, Explod9]
type = Explod
trigger1 = Time = 151
anim = 3021
vel = 0,0
postype = p1
pos = 68,-57
ontop = 1
removetime = 9

[State 3030, Explod10]
type = Explod
trigger1 = Time = 166
anim = 3021
vel = 0,0
postype = p1
pos = 68,-57
ontop = 1
removetime = 9

[State 3030, Explod11]
type = Explod
trigger1 = Time = 181
anim = 3021
vel = 0,0
postype = p1
pos = 68,-57
ontop = 1
removetime = 9

[State 3030, Explod12]
type = Explod
trigger1 = Time = 196
anim = 3021
vel = 0,0
postype = p1
pos = 68,-57
ontop = 1
removetime = 9

[State 3030, Snd]
type = PlaySnd
trigger1 = Time = 28
trigger2 = Time = 43
trigger3 = Time = 58
trigger4 = Time = 73
trigger5 = Time = 88
trigger6 = Time = 103
trigger7 = Time = 118
trigger8 = Time = 133
trigger9 = Time = 148
trigger10 = Time = 163
trigger11 = Time = 178
trigger12 = Time = 193
value = 3020,0
channel = 1

[State 3020, Proj_1_to_11]
type = Projectile
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 13
trigger5 = AnimElem = 16
trigger6 = AnimElem = 19
trigger7 = AnimElem = 22
trigger8 = AnimElem = 25
trigger9 = AnimElem = 28
trigger10 = AnimElem = 31
trigger11 = AnimElem = 34
projanim = 3022
projhitanim = 3023
projshadow = -1
projpriority = 4
projmisstime = 2
projremovetime = 85
projid = 3022
velocity = 7.5
offset = 120,-56
attr = S, HP
damage = 27,8
animtype = Hard
getpower = 0,0
givepower = 0,0
guardflag = MA
hitflag = MAFP
pausetime = 1,1
hitsound = S3000,2
sparkno = -1
sparkxy = 6,-5
guardsound = S1020,3
ground.type = Low
ground.slidetime = 7
ground.hittime = 18
ground.velocity = -5
air.animtype = High
air.velocity = -5,0
palfx.time = 20
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 3020, Proj_12]
type = Projectile
trigger1 = AnimElem = 37
projanim = 3022
projhitanim = 3023
projshadow = -1
projpriority = 4
projmisstime = 2
projremovetime = 85
projid = 3022
velocity = 7.5
offset = 120,-56
attr = S, HP
damage = 100,50
animtype = Hard
getpower = 0,0
givepower = 0,0
guardflag = MA
hitflag = MAFP
pausetime = 1,1
hitsound = S3000,2
sparkno = -1
sparkxy = 6,-5
guardsound = S1020,3
ground.type = Low
ground.slidetime = 3
ground.hittime = 4
ground.velocity = -6,-10
air.animtype = High
air.velocity = -6,-10
air.fall = 1
fall = ifelse(p2name = "Mercedes Benz",0, 1)
fall.recover = 0
palfx.time = 20
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 3001, Super_Snd1]
type = PlaySnd
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
value = 9000,1
volume = 255

[State 3001, Super_Screen]
type = EnvColor
trigger1 = WinKO = 1
value = 255,0,0
ignorehitpause = 1
persistent = 0
under = 1
time = 20

[State 3001, Super_Chars]
type = PalFX
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
value = 0,0,0
mul = 0,0,0
time = 20

[State 3020, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; HYPER_MOTIONS
;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type    = L
movetype= H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
;trigger1 = GetHitVar(fall.yvel) = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
;value = 61
;pos = 0, 0
;under = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type    = L
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5161

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 5110]
type    = L
movetype= H
physics = N

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5171

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5111

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 5120]
type    = L
movetype= I
physics = N

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5121

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5141

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (still falling)
;[Statedef 5200]
;type    = A
;movetype= H
;physics = N

;[State 5200, 1] ;Change anim if done with transition
;type = ChangeAnim
;trigger1 = Anim = 5035
;trigger1 = AnimTime = 0
;value = 5050

;[State 5200, 2]
;type = VelAdd
;trigger1 = 1
;y = GetHitVar(yaccel)

;[State 5200, 3]
;type = SelfState
;trigger1 = Vel Y >= 0
;trigger1 = Pos Y = 0
;value = 5201

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5200]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 5200

[State 256, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 256, ImageB]
type = AfterImageTime
trigger1 = Time = [1,25]
time = 2

[State 255, 1]
type = HitBy
trigger1 = Time >= 0
trigger1 = AnimElem = 3, < 0
value = SCA, AT

[State 255, 2]
type = PlaySnd
trigger1 = Time = 1
value = 1,0
volume = 0

[State 255, 4a]
type = VelSet
trigger1 = AnimElem = 1
x = -5

[State 255, 1]
type = PosAdd
trigger1 = AnimElem = 1
x = -8

[State 255, 2]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 255, 3]
type = SprPriority
trigger1 = Time = 0
value = -1

[State 255, 4]
type = PlayerPush
trigger1 = Time >= 0
trigger1 = AnimElem = 3
value = 0

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

;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5210]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0

[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 5210, Recover]
type = PlaySnd
trigger1 = Time = 1
value = 1,0
volume = 0

[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
x = .8
y = .8

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
y = -4.5

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
trigger1 = Vel Y > 0
y = .5

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -3
y = -2

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -2
y = -1

[State 5210, 2] ;Go up
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdup"
y = -2

[State 5210, 2] ;Go down
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holddown"
y = 1.5

[State 5210, 2] ;Go fwd
type = VelMul
trigger1 = Time = 4
trigger1 = Command = "holdfwd"
x = 1

[State 5210, 2] ;Go back
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdback"
x = -1

[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 5210, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .35

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
; States are alyaws checked!!!!
[Statedef -2]

[State -2, 1]
type = VarSet
trigger1 = Life <= (LifeMax/4)
v = 5
value = 1

[State -2, 2]
type = VarSet
trigger1 = Life > (LifeMax/4)
v = 5
value = 0

[State -2, 4]
type = PalFX
triggerall = Var(5) = 1
triggerall = Movetype != H
trigger1 = TimeMod = 60,0
add = 228,87,0
mul = 228,87,0
time = 3

;Unlimited SuperBar (está desativada por motivos óbvios)
;[State -2, 3]
;type = PowerSet
;trigger1 = Power != 3000
;value = 3000

;Este state é para dizer "ow" quando o personagem for atingido

[State -2, 1b]
type = PlaySnd
trigger1 = time = 1
trigger1 = stateno = 52
value = 52, 0

[State -2, 2a]
type = PlaySnd
triggerall = Random < 300
triggerall = Time = 1
trigger1 = anim = 5000
trigger2 = anim = 5010
trigger3 = anim = 5020
value = 5000, 0
volume = 0

[State -2, 2b]
type = PlaySnd
triggerall = Random < 300
triggerall = Time = 1
trigger1 = anim = 5001
trigger2 = anim = 5011
trigger3 = anim = 5021
value = 5000, 1
volume = 0

[State -2, 2c]
type = PlaySnd
triggerall = Random < 300
triggerall = Time = 1
trigger1 = anim = 5002
trigger2 = anim = 5012
trigger3 = anim = 5022
trigger4 = anim = 5100 & alive = 1
value = 5000, 2
volume = 0

;Get Hit Sound in Supers
[State -2, 2d]
type = PlaySnd
;Triggerall = (p2name = "Spike") || (p4name = "Spike")
trigger1 = anim = 23007 || anim = 23028
trigger1 = Time = 1 && alive = 1
trigger2 = anim = 23025
trigger2 = alive = 1
trigger2 = AnimELem = 2 || AnimElem = 5 || AnimElem = 8 || AnimELem = 11
trigger3 = anim = 25005
trigger3 = alive = 1
trigger3 = AnimElem = 5,1 || AnimElem = 5,5 || AnimElem = 5,9
trigger4 = anim = 25025
trigger4 = AnimElem = 5 && alive = 1
value = 5000, 1
volume = 0

[State -2, 2e]
type = PlaySnd
;Triggerall = (p2name = "Steam") || (p4name = "Steam")
trigger1 = anim = 23007 || anim = 23028
trigger1 = Time = 44 && alive = 1
trigger2 = anim = 25027
trigger2 = Time = 1 && alive = 1
trigger3 = anim = 30007 || anim = 30047
trigger3 = Time = 1 && alive = 1
trigger4 = anim = 30008
trigger4 = alive = 1
trigger4 = time = 1 && alive = 1
value = 5000, 2
volume = 0

[State -2, 2f]
type = PlaySnd
;Triggerall = (p2name = "Espio STF") || (p4name = "Espio STF")
trigger1 = anim = 30008
trigger1 = Time = 10 && alive = 1
value = 11,0
volume = 0

[State -2, ProjExp]
type = EnvShake
trigger1 = ProjContact(1021) = 1
time = 25

[State -2, VarFix1]
type = VarSet
trigger1 = stateno != 1061
v = 2
value = 0

[State -2, VarFix2]
type = VarSet
trigger1 = stateno != 1071
v = 3
value = 0

[State -2, Assert]
type = AssertSpecial
trigger1 = RoundState = 0
trigger2 = RoundState = 1
flag = nobardisplay

;-----------------------------------------------------------------
; States -2 to logo CNS

; COUNTER HIT
[State -2, Counter hit font (Player 1)]
type = Explod
triggerall = var(36) = 1 && NumExplod(8000) = 0 && !Win = 1 && var(37) = 1
trigger1 = stateno < 800 && movehit = 1
trigger2 = stateno >= 900 && movehit = 1
anim = 8000
ID = 8000
pos = 10,140
postype = left
sprpriority = 5
removetime = 39
ontop = 1
shadow = 0,0,0
ownpal = 1
bindtime = -1

[State -2, Counter hit Logo (Player 2)]
type = Explod
triggerall = var(36) = 2 && NumExplod(8000) = 0 && !Win = 1 && var(37) = 1
trigger1 = stateno < 800 && movehit = 1
trigger2 = stateno >= 900 && movehit = 1
anim = 8000
ID = 8000
pos = -110,140
postype = right
sprpriority = 5
removetime = 39
ontop = 1
shadow = 0,0,0
ownpal = 1
bindtime = -1

[State -2, Left Facing]
type = VarSet
trigger1 = teamside = 1 && roundstate = 0;Facing = 1 && roundstate = 0
var(36) = 1

[State -2, Right Facing]
type = VarSet
trigger1 = teamside = 2 && roundstate = 0;Facing = -1 && roundstate = 0
var(36) = 2

[State -2, Counter hit varset (P2Attack setting)]
type = Varset
trigger1 = P2movetype = A && var(37) != -1
var(37) = 1

[State -2, Counter hit varset (P2Attack setting)]
type = Varset
trigger1 = P2movetype != A && var(37) != -1
var(37) = 0

[State -2, Counter hit varset (P2Attack setting)]
type = Varset
trigger1 = NumExplod(8000) = 1
var(37) = 0

;-----------------------------------------------------------------
; FIRST ATTACK
[State 3000, FA]
type = Helper
triggerall = var(41) = 0
triggerall = !NumHelper(8002)
triggerall = Roundstate = 2
trigger1 = var(40) = 1
id = 8002
name = "First Attack"
pos = 0,0
postype = p1
stateno = 8005
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*(ifelse(teamside=1,1,-1))
perisistent = 0

[State 180, x]
type = VarSet
triggerall = Var(57) = 0
triggerall = p2movetype = H
trigger1 = stateno != [800, 999]
trigger1 = movehit
trigger2 = projhit = 1
trigger3 = numhelper(1020) && p2movetype = H && p2stateno != [120, 159]
trigger4 = numhelper(1040) && p2movetype = H && p2stateno != [120, 159]
trigger5 = numhelper(1081) && p2movetype = H && p2stateno != [120, 159]
trigger6 = numhelper(1082) && p2movetype = H && p2stateno != [120, 159]
trigger7 = numhelper(1083) && p2movetype = H && p2stateno != [120, 159]
trigger8 = numhelper(1091) && p2movetype = H && p2stateno != [120, 159]
trigger9 = numhelper(1092) && p2movetype = H && p2stateno != [120, 159]
trigger10 = numhelper(1093) && p2movetype = H && p2stateno != [120, 159]
trigger11 = numhelper(3000) && p2movetype = H && p2stateno != [120, 159]
trigger12 = numhelper(3010) && p2movetype = H && p2stateno != [120, 159]
;trigger13 = (stateno = 901) && (animelem = 6) && (movetype = !=H)
var(40) = 1

[State -2, COmbo]
type = VarSet
trigger1 = var(40) = 0
trigger1 = Movetype = H && (stateno != [150, 159])
var(57) = 1
ignorehitpause = 0
persistent = 0

[State -2, VarOn]; Usei esta variavel so para evitar looping do helper First Attack
type = VarSet
trigger1 = numhelper(8002)
var(41) = 1

[State -2, Rst Var1]
type = Varset
trigger1 = Roundstate = 0
var(40) = 0

[State -2, Rst Var2]
type = Varset
trigger1 = Roundstate = 0
var(57) = 0

[State -2, Rst Var3]
type = Varset
trigger1 = Roundstate = 0
var(41) = 0

;-----------------------------------------------------------------
; NORMAL FINISH
[State 3000, NF]
type = Helper
triggerall = var(43) = 0
triggerall = !NumHelper(8010)
triggerall = alive
triggerall = var(42) = 1
trigger1 = winKO
id = 8010
name = "Finish"
pos = 0,0
postype = p1
stateno = 8010
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*(ifelse(teamside=1,1,-1))
perisistent = 0

;-----------------------------------------------------------------
; SPECIAL FINISH
[State 3000, SP]
type = Helper
triggerall = var(43) = 0
triggerall = !NumHelper(8011)
triggerall = alive
triggerall = var(42) = 2
trigger1 = winKO
id = 8011
name = "Special Finish"
pos = 0,0
postype = p1
stateno = 8011
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*(ifelse(teamside=1,1,-1))
perisistent = 0

;-----------------------------------------------------------------
; THROW FINISH
[State 3000, TF]
type = Helper
triggerall = var(43) = 0
triggerall = !NumHelper(8012)
triggerall = alive
triggerall = var(42) = 3
trigger1 = winKO
id = 8012
name = "Throw Finish"
pos = 0,0
postype = p1
stateno = 8012
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*(ifelse(teamside=1,1,-1))
perisistent = 0

;-----------------------------------------------------------------
; SUPER FINISH
[State 3000, DM]
type = Helper
triggerall = var(43) = 0
triggerall = !NumHelper(8013)
triggerall = alive
triggerall = var(42) = 4
trigger1 = winKO
id = 8013
name = "Super Finish"
pos = 0,0
postype = p1
stateno = 8013
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*(ifelse(teamside=1,1,-1))
perisistent = 0

;-----------------------------------------------------------------
; HYPER FINISH
[State 3000, SDM]
type = Helper
triggerall = var(43) = 0
triggerall = !NumHelper(8014)
triggerall = alive
triggerall = var(42) = 5
trigger1 = winKO
id = 8014
name = "Hyper Finish"
pos = 0,0
postype = p1
stateno = 8014
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*(ifelse(teamside=1,1,-1))
perisistent = 0

;-----------------------------------------------------------------
; ULTRA FINISH
[State 3000, SKM]
type = Helper
triggerall = var(43) = 0
triggerall = !NumHelper(8015)
triggerall = alive
triggerall = var(42) = 6
trigger1 = winKO
id = 8015
name = "Ultra Finish"
pos = 0,0
postype = p1
stateno = 8015
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*(ifelse(teamside=1,1,-1))
perisistent = 0

[State -2, VarOn]; Usei esta variavel so para evitar looping do helper % Finish
type = VarSet
trigger1 = numhelper(8010)
trigger2 = numhelper(8011)
trigger3 = numhelper(8012)
trigger4 = numhelper(8013)
trigger5 = numhelper(8014)
trigger6 = numhelper(8015)
var(43) = 1

[State -2, VarSet]
type = Varset
triggerall = roundstate = 3
triggerall = (stateno != [800, 999]) && (stateno != 255) && (stateno != 256)
trigger1 = (stateno = [200, 799])
trigger2 = (stateno = [10000, 10014])
var(42) = 1

[State -2, VarSet2]
type = Varset
triggerall = roundstate = 3
triggerall = (stateno != [800, 999]) && (stateno != 255) && (stateno != 256)
trigger1 = (stateno = [1000, 2999])
trigger2 = helper(1021), movehit = 1 || helper(1041), movehit = 1
trigger3 = (stateno = [10015, 10019])
var(42) = 2

[State -2, VarSet3]
type = Varset
triggerall = roundstate = 3
triggerall = (stateno != 255) && (stateno != 256)
trigger1 = (stateno = [800, 999])
var(42) = 3

[State -2, VarSet4]
type = Varset
triggerall = roundstate = 3
triggerall = (stateno != [800, 999]) && (stateno != 255) && (stateno != 256)
trigger1 = (stateno = [3000, 3009]) || (stateno = [3020, 3029])
;trigger2 = projhit(1101) = 1 || projhit(1120) = 1
var(42) = 4

[State -2, VarSet5]
type = Varset
triggerall = roundstate = 3
triggerall = (stateno != [800, 999]) && (stateno != 255) && (stateno != 256)
trigger1 = (stateno = [3010, 3019]) || (stateno = [3030, 3039])
;trigger2 = projhit(1101) = 1 || projhit(1120) = 1
var(42) = 5

[State -2, VarSet6]
type = Varset
triggerall = roundstate = 3
triggerall = (stateno != [800, 999]) && (stateno != 255) && (stateno != 256)
trigger1 = (stateno = [4000, 4999])
var(42) = 6

[State -2, Rst Var4]
type = Varset
trigger1 = Roundstate = 0
var(42) = 0

[State -2, Rst Var5]
type = Varset
trigger1 = Roundstate = 0
var(43) = 0

;------------------------------------------
