; Bark's constants.
; Format (case insensitive):
; Var(1) = Variável de ativação do Chain Move!!!!
; Var(2) = 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 = 1150           ;Amount of life to start with
attack = 120          ;100% attack power (more is stronger)
defence = 105         ;100% defensive power (more is stronger)
fall.defence_up = 45 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 60    ;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 = 25     ;Player width (back, ground)
ground.front = 17    ;Player width (front, ground)
height = 92          ;Height of Player (for opponent to jump over)
air.back = 24        ;Player width (back, air)
air.front = 16       ;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 = 10, -91
mid.pos = -7, -43


[Velocity]
walk.fwd  = 1.7      ;Walk forward
walk.back = -1.6     ;Walk backward
run.fwd  = 4.5, 0     ;Run forward (x, y)  - if y<0, player will hop
run.back = -5,-1.8  ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-10    ;Neutral jumping velocity (x, y)
jump.back = -2.8    ;Jump back Speed (x, y)
jump.fwd = 2.9       ;Jump forward Speed (x, y)
runjump.back = -4.1,-9 ;Running jump speeds (opt)
runjump.fwd = 4,-9      ;.
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 = .65         ;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 = 40,1

[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, -6.4
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 = -10.2

[State 2041, 0.1]
type = VelSet
trigger1 = Time = 0
trigger1 = Var(8) = 1
x = 2.8

[State 2041, 0.1b]
type = VelSet
trigger1 = Time = 0
trigger1 = Var(8) = 2
x = 4

[State 2041, 0.2]
type = VelSet
trigger1 = Time = 0
trigger1 = Var(8) = -1
x = -2.9

[State 2041, 0.2b]
type = VelSet
trigger1 = Time = 0
trigger1 = Var(8) = -2
x = -4.1

[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 = 41

[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 = 42

[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 = 2, =1
trigger2 = AnimElem = 5
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

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[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 = Bark acena vitória!!!
[Statedef 181]
type = S
ctrl = 0
velset = 0,0,0
anim = 181

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

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

;---------------------------------------------------------------------------
; WIN2 = Bark relaxa!!!
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0,0

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

;---------------------------------------------------------------------------
; 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, 60]
flag = intro

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

[State 191, Tap]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
value = 1020,0
channel = 1

[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(2)!= 1
trigger1 = Time = 0
value = 390

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

[State 390, Snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 390,0
channel = 0
;---------------------------------------------------------------------------
; STAND_STRAIGHT_PUNCH
[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
poweradd = 5
velset = 0
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,0

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

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Light
damage = 12, 2
getpower = 20, 10
givepower = 10, 5
guardflag = M
pausetime = 8,9
sparkxy = -44,-51
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_CRUSH_PUNCH
[Statedef 210]
type = S
movetype = A
physics = S
anim = 210
poweradd = 30
velset = 0
ctrl = 0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,2

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem  = 3
trigger1 = Random < 500
value = 1,1

[State 210, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype = Hard
damage = 28, 3
getpower = 40, 20
givepower = 20, 10
hitflag = MD
guardflag = M
pausetime = 12,12
sparkno = 2
sparkxy = -40,-32
hitsound = S2,3
guardsound = 6,0
ground.type = Trip
ground.slidetime = 13
ground.hittime = 18
ground.velocity = -6.5
air.velocity = -4,3.75

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

;---------------------------------------------------------------------------
; STAND LIGHT 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 = AnimELem = 2
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 = 12, 2
guardflag = M
getpower = 25, 12
givepower = 12, 6
pausetime = 10,10
sparkxy = -41,-41
hitsound = S2,0
guardsound = 6,0
ground.type = high
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 = AnimElem = 2
value = 0,1

[State 230, 3]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 500
value = 1,1

[State 230, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
damage = 24, 3
getpower = 25, 12
givepower = 12, 6
guardflag = M
pausetime = 12,12
sparkno = 1
sparkxy = -44,-61
hitsound = S2,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 23
ground.velocity = -7.5
air.velocity = -5.5,-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, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 2

[State 240, 2]
type = PlaySnd
trigger1 = Random < 200
trigger1 = AnimElem = 4
value = 1,2

[State 240, 4]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype = DiagUp
damage = 45, 4
getpower = 25, 12
givepower = 12, 6
guardflag = M
pausetime = 12,12
sparkno = 2
sparkxy = -43,-44
hitsound = S2,4
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime = 23
ground.velocity = -8.5,-3
air.velocity = -8.5,-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 = -40,-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 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 = 2
value = 0,2

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

[State 410, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype = Hard
getpower = 40, 20
givepower = 20, 10
damage = 20, 2
guardflag = M
pausetime = 12,12
sparkno = 2
sparkxy = -41,-58
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 = -42,-2
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 = -44,-12
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 = -42,-72
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 = 2
value = 0,2

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

[State 610, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
animtype = Hard
getpower = 40, 20
givepower = 20, 10
damage = 20, 2
guardflag = HA
pausetime = 12,12
sparkno = 2
sparkxy = -41,-85
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 = -35,-28
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 = -43,-42
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 = 3.5,-2.5
anim = ifelse(var(6),10050,5050)

[State 806, 1] ;Gravity
type = VelAdd
Trigger1 = Time >= 0
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 = 1002,0
channel = 0

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

[State 810, Ground]
type = PlaySnd
trigger1 = AnimElem = 5
value = F7, 1
channel = 1

[State 810, Ground2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1002,1
channel = 2

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -60

[State 810, 2a]
type = TargetBind
trigger1 = AnimElem = 1
pos = -67,-65

[State 810, 2b]
type = TargetBind
trigger1 = AnimElem = 2
pos = -74,-27

[State 810, 2c]
type = TargetBind
trigger1 = AnimElem = 3
pos = -10,-139

[State 810, 2d]
type = TargetBind
trigger1 = AnimElem = 4
pos = 50,-110

[State 810, 2e]
type = TargetBind
trigger1 = AnimElem = 5
pos = 95,-2

[State 810, Width Char]
type = Width
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5
value = 30,0

[State 1062, Shockwave]
type = GameMakeAnim
trigger1 = AnimElem = 5
pos = 95,0
value = 62
ontop = 1

[State 810, Shake]
type = EnvShake
trigger1 = AnimElem = 5
time = 25

[State 810, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; SPECIAL_ATTACKS
;---------------------------------------------------------------------------
; One, Two, Throw (One)
[Statedef 1010]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1000
poweradd = 60
velset = 0,0

[State 1010, Fix1]
type = VarSet
trigger1 = Time = 0
V = 1
value = 0

[State 1010, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1000,3
volume = 0
channel = 0

[State 1010, 0b]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1,0
volume = 0
channel = 1

[State 1010, 1]
type = PosAdd
trigger1 = Time = 0
x = 12

[State 1010, 2]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
x = 7

[State 1010, 3a]
type = HitDef
trigger1 = AnimElem = 6
trigger1 = Var(1) = 0
attr = S, SA
animtype = Medium
getpower = 20, 10
givepower = 10, 5
damage = 40, 12
hitflag = HA
guardflag = MA
pausetime = 12,12
sparkno = 2
sparkxy = -34,-46
hitsound = S1000,0
guardsound = S1001,0
ground.type = High
ground.slidetime = 11
ground.hittime = 18
ground.velocity = -1.2,-5
air.velocity = -1.2,-5
palfx.time = 12
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 1010, 3b]
type = HitDef
trigger1 = AnimElem = 6
trigger1 = Var(1) = 1
attr = S, SA
animtype = Medium
getpower = 20, 10
givepower = 10, 5
damage = 40, 12
hitflag = HA
guardflag = MA
pausetime = 12,12
sparkno = 2
sparkxy = -34,-46
hitsound = S1000,0
guardsound = S1001,0
ground.type = High
ground.slidetime = 1
ground.hittime = 18
ground.velocity = -1.2,-5
air.velocity = -1.2,-5
palfx.time = 12
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 1010, Command]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = AnimElem = 7, = 1
value = 1011

[State 1010, end!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; One, Two, Throw (two - follow-up)
[Statedef 1011]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1001
poweradd = 60
velset = 0,0

[State 1011, Fix1]
type = VarSet
trigger1 = Time = 0
V = 1
value = 0

[State 1011, 0a]
type = PlaySnd
trigger1 = Time = 0
value = 1,1
volume = 0
channel = 0

[State 1011, 0b]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,4
volume = 0
channel = 1

[State 1011, 2a]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
x = 9

[State 1011, 3a]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(1) = 0
attr = S, SA
animtype = Up
getpower = 20, 10
givepower = 10, 5
damage = 45, 18
guardflag = M
pausetime = 12,12
sparkno = 2
sparkxy = -35,-67
hitsound = S1000,1
guardsound = S1001,0
ground.type = High
ground.slidetime = 12
ground.hittime = 22
ground.velocity = -1.1,-3.75
air.velocity = -1.1,-3.75
palfx.time = 12
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 1011, 3b]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(1) = 1
attr = S, SA
animtype = Up
getpower = 20, 10
givepower = 10, 5
damage = 45, 18
guardflag = M
pausetime = 12,12
sparkno = 2
sparkxy = -35,-67
hitsound = S1000,1
guardsound = S1001,0
ground.type = High
ground.slidetime = 12
ground.hittime = 22
ground.velocity = -1.1,-3.75
air.velocity = -1.1,-3.75
palfx.time = 12
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 1011, Command]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = AnimElem = 4, = 1
value = 1012

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

;---------------------------------------------------------------------------
; One, Two, Throw (throw - second follow-up)
[Statedef 1012]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1002
poweradd = 60
velset = 0,0

[State 1012, Fix1]
type = VarSet
trigger1 = Time = 0
V = 1
value = 0

[State 1012, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1,2
volume = 0
channel = 0

[State 1012, 0b]
type = PlaySnd
trigger1 = Time = 0
value = 1000,4
volume = 0
channel = 1

[State 1012, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, ST
hitflag = HA
priority = 1
snap = 12, 0, 0, 1
sparkno = -1
p1facing = -1
p1stateno = 1013
p2stateno = 1014
p2getp1state = 1
fall.damage = 0

[State 1012, 2]
type = ChangeState
trigger1 = MoveContact = 1
trigger1 = AnimElem = 2,= 6
value = 1013

[State 3000, 3]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 0
value = 1016
ctrl = 0

;---------------------------------------------------------------------------
; One, Two, Throw (Grab Failed)
[Statedef 1016]
type = S
movetype = I
physics = S
anim = 1003
ctrl = 0
velset = 0,0

[State 1016, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; One, Two, Throw (Grabbed)
[Statedef 1014]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0
sprpriority = 2

[State 1014, Prior]
type = SprPriority
trigger1 = AnimElem = 2
value = 5

[State 1014, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),1006,1005)

[State 1014, PalFX]
type = PalFX
trigger1 = AnimElem = 6
add = 255,0,0
mul = 255,255,255
time = 15

[State 1014, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1015

; One, Two, Throw (Grabbed - Effects)
[Statedef 1015]
type    = A
movetype= H; Está apanhando!!!
physics = N
velset =  5,-3.5
poweradd = 40
anim = ifelse(var(6),10161,5161)

[State 1015, Turn]
type = Turn
trigger1 = Time = 0

[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 = SelfState
value = 5110
;---------------------------------------------------------------------------
; One, Two, Throw (Grab Sucess)
[Statedef 1013]
type = S
movetype = A
physics = S
anim = 1004
sprpriority = 5

[State 1013, Prior]
type = Sprpriority
trigger1 = AnimElem = 2
value = 2

[State 1013, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 33

[State 1013, Snd]
type = PlaySnd
trigger1 = Time = 0
value = 1002,0
channel = 2
volume = 0

[State 1013, 2]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -50 

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 1
pos = -70,-96

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = -10,-115

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = 59,-109

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 4
pos = 75,-59

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 5
pos = 60,-36

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 6
pos = 52,-2

[State 1013, 3]
type = GameMakeAnim
trigger1 = AnimElem = 6
pos = 52, 2
value = 62

[State 1013, 4]
type = Width
trigger1 = AnimElem = 1
value = 20,0

[State 1013, 4]
type = Width
trigger1 = AniMElem = 4
value = 8,0

[State 1013, 5]
type = EnvShake
trigger1 = AnimElem = 6
time = 15

[State 1013, Snd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1002,1
channel = 0
volume = 0

[State 1013, Snd2]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1002,2
channel = 1
volume = 0

[State 1013, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; TRIPLE CRUSH PUNCH
[Statedef 1020]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
velset = 0,0
anim = 1020
ctrl = 0

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

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

[State 1020, 1b]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1020,0
volume = 0

[State 1060, 2]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 4

[State 210, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype = Hard
damage = 30,5
getpower = 40, 20
givepower = 20, 10
hitflag = MD
guardflag = M
pausetime = 12,12
sparkno = 12
sparkxy = -39,-38
hitsound = S1002,1
guardsound = S1001,0
ground.type = Low
envshake.time = 24
ground.slidetime = 26
ground.hittime = 26
ground.velocity = -.3
air.velocity = -.3,.75

[State 1020, Command]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = AnimElem = 7, = 1
value = 1021

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

;---------------------------------------------------------------------------
; TRIPLE CRUSH PUNCH (second time)
[Statedef 1021]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
velset = 0,0
anim = 1021
ctrl = 0

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

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

[State 1020, 1b]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1020,0
volume = 0

[State 1060, 2]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 4

[State 210, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype = Hard
damage = 30,5
getpower = 40, 20
givepower = 20, 10
hitflag = MD
guardflag = M
pausetime = 12,12
sparkno = 12
sparkxy = -39,-38
hitsound = S1002,1
guardsound = S1001,0
ground.type = Low
envshake.time = 22
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -.3
air.velocity = -.3,.75

[State 1020, Command]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = AnimElem = 7, = 1
value = 1022


[State 1021, end!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; TRIPLE CRUSH PUNCH (third attack)
[Statedef 1022]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
velset = 0,0
anim = 1022
ctrl = 0

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

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

[State 1020, 1b]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1020,0
volume = 0

[State 1060, 2]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 4

[State 1022, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype = Hard
damage = 35,7
getpower = 40, 20
givepower = 20, 10
hitflag = MD
guardflag = M
pausetime = 12,12
sparkno = 12
sparkxy = -39,-38
hitsound = S1002,1
guardsound = S1001,0
envshake.time = 18
ground.type = Trip
ground.slidetime = 13
ground.hittime = 18
ground.velocity = -3
air.velocity = -4,3.75

[State 1022, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; TRIPLE SEQUENCE PUNCHES
[Statedef 1040]
type = S
movetype = A
physics = S
anim = 1040
poweradd = 120
velset = 0
ctrl = 0

[State 1040, Wind1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = AnimElem = 8
channel = 0
value = 1000,3

[State 1040, Wind2]
type = PlaySnd
trigger1 = AnimElem = 13
channel = 0
value = 1000,4

[State 1040, Voice1]
type = PlaySnd
trigger1 = AnimElem  = 5
channel = 1
value = 1,0

[State 1040, Voice2]
type = PlaySnd
trigger1 = AnimElem  = 9
channel = 1
value = 1,1

[State 1040, Voice3]
type = PlaySnd
trigger1 = AnimElem  = 14
channel = 1
value = 1,2

[State 1040, PosAdds]
type = PosAdd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
trigger3 = AnimElem = 14
x = 4

[State 1040, Hit1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype = Light
damage = 30,5
getpower = 20, 10
givepower = 10, 5
guardflag = M
pausetime = 8,8
sparkxy = -38,-48
sparkno = 0
hitsound = S2,1
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 20
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5

[State 1040, Hit2]
type = HitDef
trigger1 = AnimElem = 9
attr = S, NA
animtype = Light
damage = 35,7
guardflag = M
getpower = 25, 12
givepower = 12, 6
pausetime = 10,10
sparkxy = -40,-43
hitsound = S2,2
guardsound = 6,0
ground.type = high
ground.slidetime = 15
ground.hittime = 25
ground.velocity = -4
air.velocity = -1.3,-1

[State 1040, Hit3]
type = HitDef
trigger1 = AnimElem = 14
attr = S, SA
animtype = Hard
damage = 40,8
getpower = 40, 20
givepower = 20, 10
hitflag = MD
guardflag = M
pausetime = 12,12
sparkno = 2
sparkxy = -39,-44
hitsound = S2,3
guardsound = 6,0
ground.type = Trip
ground.slidetime = 13
ground.hittime = 18
ground.velocity = -6.5
air.velocity = -4,3.75

[State 1040, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; BACK BREAKER  (STAND)
[Statedef 1079]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1079
poweradd = 125

[State 1079, Snds1]
type = PlaySnd
trigger1 = Time = 1
value = 1000,3
volume = 0
channel = 0

[State 1079, Snds2]
type = PlaySnd
trigger1 = Time = 1
value = 1,0
volume = 0
channel = 1

[State 1080, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, ST
hitflag = M
priority = 1
snap = 12, 0, 0, 1
sparkno = -1
p1facing = -1
p1stateno = 1080
p2stateno = 1085
p2getp1state = 1
fall.damage = 0

[State 1080, 2]
type = ChangeState
trigger1 = MoveContact = 1
trigger1 = AnimElem = 2,=1
value = 1080

[State 1080, 3]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 0
value = 1083
ctrl = 0

;---------------------------------------------------------------------------
; BACK BREAKER STOP (Sucess-Part1)
[Statedef 1080]
type = S
movetype = A
physics = S
anim = 1080
sprpriority = 5
poweradd = 50

[State 1060, 0]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1060, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 21

[State 1080, Snd1]
type = PlaySnd
trigger1 = AnimElem = 1, 1
value = 1,1
volume = 0
channel = 0

[State 1080, Snd1]
type = PlaySnd
trigger1 = Time = 0
value = 1002,0
volume = 0
channel = 1

[State 1080, 2a]
type = TargetBind
trigger1 = AnimElem = 1
pos = -69,-56

[State 1080, 2b]
type = TargetBind
trigger1 = AnimElem = 2
pos = -41,-57

[State 1080, 2c]
type = TargetBind
trigger1 = AnimElem = 3
pos = -44,-58

[State 1080, 2d]
type = TargetBind
trigger1 = AnimElem = 4
pos = -30,-71

[State 1080, 3]
type = Width
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
value = 18,0

[State 1080, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1081
ctrl = 0

;---------------------------------------------------------------------------
; BACK BREAKER STOP (Part2)
[Statedef 1081]
type = A
movetype = A
physics = N
velset = 0,-7.5
anim = 1081
ctrl = 0
sprpriority = 2

[State 1081, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1081, 1]
type = VelAdd
trigger1 = Time >= 5
y = .5

[State 1081, Snd]
type = PlaySnd
trigger1 = TimeMod = 6, 1
value = 1000,3
volume = 0
channel = 0

[State 1081, 2]
type = TargetBind
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
pos = -1,-123

[State 1081, 3]
type = Width
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
value = 18,18

[State 1081, 8]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1082
ctrl = 0

;---------------------------------------------------------------------------
; BACK BREAKER STOP(Part3)
[Statedef 1082]
type = S
movetype = A
physics = S
anim = 1082
ctrl = 0
sprpriority = 2

[State 1062, 1]
type = NotHitBy
trigger1 = Time >= 1
value = SCA
time = 1

[State 1062, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1062, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1082, 2]
type = TargetLifeAdd
trigger1 = Time = 0
value = -100

[State 1082, 2a]
type = TargetBind
trigger1 = AnimElem = 1
pos = 2, -32

[State 1062, 3]
type = GameMakeAnim
trigger1 = Time = 0
pos = 0,-20
value = 2

[State 1062, 3]
type = Width
trigger1 = time = 0
value = -20,20

[State 1082, 4]
type = EnvShake
trigger1 = Time = 0
time = 25

[State 1082, 6a]; OOrrrraaaahhhhh!!!!
type = PlaySnd
trigger1 = Time = 1
value = 1,2
volume = 0
channel = 0

[State 1082, 6b]; crush
type = PlaySnd
trigger1 = Time = 0
value = 1002,1
volume = 0
channel = 1

[State 1082, Turn]
type = Turn
trigger1 = AnimElem = 2

[State 1082, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; BACK BREAKER STOP (Não conseguiu agarrá-lo)
[Statedef 1083]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1083
poweradd = 0
velset = 0,0

[State 1083, Snd]; Som quase igual a OOppss!!!
type = PlaySnd
trigger1 = Time = 0
volume = 0
value = 1000,4

[State 1083, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1083, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------------------
; GRABBED_BY_BACK BREAKER (Part1)
[Statedef 1085]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0
sprpriority = 2

[State 1081, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),1088,1085)

[State 1055, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1086

; GRABBED_BY_BACK BREAKER (Part2)
[Statedef 1086]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0, -7.5
sprpriority = 5

[State 1056, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),1089,1086)

[State 1056, 2]
type = VelAdd
trigger1 = Time >= 5
y = .5

[State 1056, 4]
type = ChangeState
trigger1 = Time = 39
value = 1087

; GRABBED_BY_BACK BREAKER(Part3)
[Statedef 1087]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0
sprpriority = 5

[State 1087, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),1090,1087)

[State 1087, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1087, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1087, PalFX]
type = PalFX
trigger1 = Time = 0
add = 255,0,0
mul = 255,0,0
time = 15

[State 1087, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1088

; GRABBED_BY_ BACK BREAKER(Effects)
[Statedef 1088]
type    = A
movetype= H; Está apanhando!!!
physics = N
velset = -2.5,-3.5
poweradd = 40
anim = ifelse(var(6),10050,5050)
sprpriority = 3

[State 1058, Turn]
type = Null;Turn
trigger1 = Time = 0

[State 1058, Pos]
type = PosSet
trigger1 = Time = 0
y = -0.01

[State 1058, Gravity]
type = VelAdd
trigger1 = Time >= 0
y = .35

[State 1058, Final1] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
;---------------------------------------------------------------------------
; SUPER MOTIONS
;---------------------------------------------------------------------------
; BEAR SLAM COMBO (DM)
[Statedef 3000]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3000

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 2
pos = -27,-51
anim = 100

[State 3020, Super B]
type = PlaySnd
trigger1 = Time = 2
value = 3000,0 ;Play fight sound of super

[State 3020, Super C]
type = PowerAdd
trigger1 = Time = 2
value = -1000

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

[State 3020, Super E]
type = AfterImageTime
trigger1 = Time = [2,38]
time = 2

[State 3020, Super F] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 4

[State 3000, 1]
type = PlaySnd
trigger1 = Time = 1
value = 210,0
volume = 0

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HT
hitflag = M
priority = 1
snap = 12, 0, 0, 1
sparkno = -1
p1facing = -1
p1stateno = 3010
p2stateno = 3005
p2getp1state = 1
fall.damage = 0

[State 3000, 2]
type = ChangeState
trigger1 = MoveContact = 1
trigger1 = AnimElem = 2,= 7
value = 3010

[State 3000, 3]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; GRABBED_BY_BEAR SLAM COMBO(Part1)
[Statedef 3005]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0
sprpriority = 2

[State 3005, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),3007,3004)

[State 3005, PalFX]
type = PalFX
trigger1 = AnimElem = 7
add = 255,0,0
mul = 255,0,0
time = 15

[State 3005, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3006

; GRABBED_BY BEAR SLAM COMBO (Part2)
[Statedef 3006]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,-4.5
sprpriority = 2

[State 3011, Spr1]
type = SprPriority
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
value = 3

[State 3011, Spr1]
type = SprPriority
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
value = 2

[State 3006, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),3008,3005)

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

[State 3006, 4]
type = ChangeState
trigger1 = Time = 28
value = 3007

; GRABBED_BY BEAR SLAM COMBO (Part3)
[Statedef 3007]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0
sprpriority = 2

[State 3007, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),3009,3006)

[State 3007, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3007, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3007, PalFX]
type = PalFX
trigger1 = Time = 0
add = 255,0,0
mul = 255,0,0
time = 30

[State 3007, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3008

; GRABBED_BY BEAR SLAM COMBO (Effects)
[Statedef 3008]
type    = A
movetype= H; Está apanhando!!!
physics = N
velset = -5,-3.5
poweradd = 40
anim = ifelse(var(6),10050,5050)

[State 3008, Turn]
type = Turn
trigger1 = Time = 0

[State 3008, Pos]
type = PosSet
trigger1 = Time = 0
y = -0.01

[State 3008, Gravity]
type = VelAdd
trigger1 = Time >= 0
y = .35

[State 3008, Final] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
;---------------------------------------------------------------------------
; BEAR SLAM COMBO (Sucess-Part1)
[Statedef 3010]
type = S
movetype = A
physics = S
anim = 3010
sprpriority = 3

[State 3010, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 72

[State 3010, Super D]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 3010, Super E]
type = AfterImageTime
trigger1 = Time = [2,72]
time = 2

; Targets
[State 3010, Target1]
type = TargetBind
trigger1 = AnimElem = 1
pos = -64,-41

[State 3010, Target2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 50,-62

[State 3010, Target3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 94,-41

[State 3010, Target4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 81,-26

[State 3010, Target5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 57,-53

[State 3010, Target6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -41,-73

[State 3010, Target7]
type = TargetBind
trigger1 = AnimElem = 7
pos = -70,0

[State 3010, Target8]
type = TargetBind
trigger1 = AnimElem = 8
pos = -70,0

[State 3010, Target9]
type = TargetBind
trigger1 = AnimElem = 9
pos = -70,0

[State 3010, Target10]
type = TargetBind
trigger1 = AnimElem = 11
pos = -34,-16

[State 3010, Target11]
type = TargetBind
trigger1 = AnimElem = 12
pos = 94,-42

[State 3010, Target12]
type = TargetBind
trigger1 = AnimElem = 13
pos = 54,-63

[State 3010, Target13]
type = TargetBind
trigger1 = AnimElem = 14
pos = -59,-41

[State 3010, Target14]
type = TargetBind
trigger1 = AnimElem = 15
pos = -75,-25

; Positions
[State 3010, 3]
type = PosAdd
trigger1 = AnimElem = 12
x = -59

; Lifes
[State 3010, 2]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -100
kill = 0 

; Crush
[State 3010, 3]
type = GameMakeAnim
trigger1 = AnimElem = 7
pos = -70, 0
value = 62

[State 3010, 3]
type = Width
trigger1 = AnimElem = 1
value = 50,0

[State 3010, 3]
type = Width
trigger1 = AnimElem = 7
value = -50,0

[State 3010, 4]
type = EnvShake
trigger1 = AnimElem = 7
time = 15

; Sounds
[State 3010, Snd1]; Grab
type = PlaySnd
trigger1 = Time = 0
value = 1002,0
channel = 0

[State 3010, Snd2]; Orahhh!!!!
type = PlaySnd
trigger1 = Time = 6
value = 1,1
channel = 1

[State 3010, Snd3]; Crush!!!!
type = PlaySnd
trigger1 = AnimElem = 7
value = 1002,1
channel = 2

[State 3010, Snd3]; Ground!!!!
type = PlaySnd
trigger1 = AnimElem = 7
value = 1002,2
channel = 3

[State 3010, Snd4]; Jump
type = PlaySnd
trigger1 = AnimElem = 9
value = 40,0
channel = 0

[State 3010, Snd4]; Land
type = PlaySnd
trigger1 = AnimElem = 12
value = 52,0
channel = 0

[State 3010, Snd5]; Orahhh!!!!
type = PlaySnd
trigger1 = AnimElem = 15
value = 1,2
channel = 1

[State 3010, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 3011
ctrl = 0

;---------------------------------------------------------------------------
; BEAR SLAM COMBO DM (Part2)
[Statedef 3011]
type = A
movetype = A
physics = N
velset = 0,-4.5
anim = 3011
ctrl = 0
sprpriority = 3

[State 3011, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3010, Super D]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 3010, Super E]
type = AfterImageTime
trigger1 = Time = [2,28]
time = 2

[State 3011, 1]
type = VelAdd
trigger1 = Time >= 5
y = .5

[State 3011, Snd]
type = PlaySnd
trigger1 = TimeMod = 6,0
value = 1000,3
channel = 0

[State 3011, 2a]
type = TargetBind
trigger1 = AnimElem = 1
trigger2 = AnimELem = 5
trigger3 = AnimElem = 9
pos = -67,-47

[State 3011, 2b]
type = TargetBind
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
pos = 0,-47

[State 3011, 2c]
type = TargetBind
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
pos = 67,-47

[State 3011, 2d]
type = TargetBind
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
pos = 0,-47

[State 3011, Spr1]
type = SprPriority
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
value = 2

[State 3011, Spr1]
type = SprPriority
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
value = 3

;[State 3011, 3a]
;type = Width
;trigger1 = AnimElem = 1
;trigger2 = AnimElem = 5
;trigger3 = AnimElem = 9
;trigger4 = AnimElem = 13
;value = 50,0

;[State 3011, 3b]
;type = Width
;trigger1 = AnimElem = 3
;trigger2 = AnimElem = 7
;trigger3 = AnimElem = 11
;trigger4 = AnimElem = 15
;value = -50,0

[State 3011, 8]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3012
ctrl = 0

;---------------------------------------------------------------------------
; BEAR SLAM COMBO DM (Part3)
[Statedef 3012]
type = S
movetype = A
physics = S
anim = 3012
ctrl = 0

[State 3012, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 30

[State 3010, Super D]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 3010, Super E]
type = AfterImageTime
trigger1 = Time = [2,30]
time = 2

[State 3012, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3012, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3012, 2]
type = TargetLifeAdd
trigger1 = Time = 0
value = -150

[State 3012, 2]
type = TargetBind
trigger1 = AnimElem = 1
pos = -55,0

[State 3012, 3]
type = GameMakeAnim
trigger1 = Time = 0
pos = -55,0
value = 62

[State 3012, 3]
type = Width
trigger1 = time = 0
value = 30,0

[State 3012, 3]
type = Width
trigger1 = time = 9
value = 9,0

[State 3012, 4]
type = EnvShake
trigger1 = Time = 0
time = 30

[State 3010, Snd3]; Crush!!!!
type = PlaySnd
trigger1 = Time = 0
value = 1002,1
channel = 1

[State 3010, Snd3]; Ground!!!!
type = PlaySnd
trigger1 = Time = 0
value = 1002,2
channel = 2

[State 3011, Snd1]
type = PlaySnd
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
channel = 0
value = 9000,0
volume = 255

[State 3011, 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 3012, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 3013
ctrl = 0

;---------------------------------------------------------------------------
; BEAR SLAM COMBO (Jump and Laying)
[Statedef 3013]
type = A
movetype = I
physics = N
anim = 3013
velset = 2.5,-3
ctrl = 0

[State 3013, Turn]
type = Turn
trigger1 = Time = 0

[State 3010, Super D]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 3010, Super E]
type = AfterImageTime
trigger1 = Time = [2,100]
time = 2

[State 3013, 1]
type = VelAdd
trigger1 = Time >= 3
y = .65

[State 3013, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 1
;---------------------------------------------------------------------------
; BEAR SLAM COMBO (SDM)
[Statedef 3020]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3020

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 2
pos = -27,-51
anim = 101

[State 3020, Super B]
type = PlaySnd
trigger1 = Time = 2
value = 3000,1 ;Play fight sound of super

[State 3020, Super C]
type = PowerAdd
trigger1 = Time = 2
value = -2000

[State 3010, Super D]
type = AfterImage
trigger1 = Time = 2
paladd = 200, 15,15
palmul = .75,.65,.65
time = 2

[State 3010, Super E]
type = AfterImageTime
trigger1 = Time = [2,51]
time = 2

[State 3020, Super F] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 4

[State 3000, 1]
type = PlaySnd
trigger1 = Time = 1
value = 210,0
volume = 0

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HT
hitflag = M
priority = 1
snap = 12, 0, 0, 1
sparkno = -1
p1facing = -1
p1stateno = 3030
p2stateno = 3025
p2getp1state = 1
fall.damage = 0

[State 3020, 2]
type = ChangeState
trigger1 = MoveContact = 1
trigger1 = AnimElem = 2,= 7
value = 3030

[State 3020, 3]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; GRABBED_BY_BEAR CRUSHER COMBO(Part1)
[Statedef 3025]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0
sprpriority = 2

[State 3005, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),3027,3024)

[State 3025, PalFX]
type = PalFX
trigger1 = AnimElem = 7
add = 255,255,255
mul = 255,255,255
time = 15

[State 3025, PalFX]
type = PalFX
trigger1 = AnimElem = 14
add = 255,255,255
mul = 255,255,255
time = 15

[State 3005, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3026

; GRABBED_BY BEAR CRUSHER COMBO (Part2)
[Statedef 3026]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,-4.5
sprpriority = 2

[State 3011, Spr1]
type = SprPriority
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
value = 3

[State 3011, Spr1]
type = SprPriority
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
value = 2

[State 3006, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),3028,3025)

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

[State 3006, 4]
type = ChangeState
trigger1 = Time = 28
value = 3027

; GRABBED_BY BEAR CRUSHER COMBO (Part3)
[Statedef 3027]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0
sprpriority = 2

[State 3007, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),3029,3026)

[State 3007, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3027, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3027, PalFX]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
mul = 255,255,255
time = 30

[State 3007, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3028

; GRABBED_BY_BEAR CRUSHER COMBO (Parte 4)
[Statedef 3028]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0, -7.5
sprpriority = 5

[State 1056, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),1089,1086)

[State 1056, 2]
type = VelAdd
trigger1 = Time >= 5
y = .5

[State 1056, 4]
type = ChangeState
trigger1 = Time = 39
value = 3029

; GRABBED_BY_BEAR CRUSHER COMBO (Parte 5)
[Statedef 3029]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0
sprpriority = 5

[State 1087, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),1090,1087)

[State 1087, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1087, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1087, PalFX]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
mul = 255,255,255
time = 25

[State 1087, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3008

;---------------------------------------------------------------------------
; BEAR SLAM COMBO SDM(Sucess-Part1)
[Statedef 3030]
type = S
movetype = A
physics = S
anim = 3030
sprpriority = 3

[State 3011, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3010, Super D]
type = AfterImage
trigger1 = Time = 2
paladd = 200, 15,15
palmul = .75,.65,.65
time = 2

[State 3010, Super E]
type = AfterImageTime
trigger1 = Time = [2,130]
time = 2

; Targets
[State 3010, Target1]
type = TargetBind
trigger1 = AnimElem = 1
pos = -64,-41

[State 3010, Target2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 50,-62

[State 3010, Target3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 94,-41

[State 3010, Target4]
type = TargetBind
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12
pos = 81,-26

[State 3010, Target5]
type = TargetBind
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
pos = 57,-53

[State 3010, Target6]
type = TargetBind
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
pos = -41,-73

[State 3010, Target7]
type = TargetBind
trigger1 = AnimElem = 7
trigger2 = AnimElem = 15
pos = -70,0

[State 3010, Target8]
type = TargetBind
trigger1 = AnimElem = 8
trigger2 = AnimElem = 16
pos = -70,0

[State 3010, Target9]
type = TargetBind
trigger1 = AnimElem = 9
trigger2 = AnimElem = 17
pos = -70,0

[State 3010, Target10]
type = TargetBind
trigger1 = AnimElem = 11
trigger2 = AnimELem = 19
pos = -34,-16

[State 3010, Target11]
type = TargetBind
trigger1 = AnimElem = 20
pos = 94,-42

[State 3010, Target12]
type = TargetBind
trigger1 = AnimElem = 21
pos = 54,-63

[State 3010, Target13]
type = TargetBind
trigger1 = AnimElem = 22
pos = -59,-41

[State 3010, Target14]
type = TargetBind
trigger1 = AnimElem = 23
pos = -75,-25

; Positions
[State 3010, 3]
type = PosAdd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 20
x = -59

; Lifes
[State 3010, 2]
type = TargetLifeAdd
trigger1 = AnimElem = 7
trigger2 = AnimELem = 15
value = -75
kill = 0 

; Crush
[State 3010, 3]
type = GameMakeAnim
trigger1 = AnimElem = 7
trigger2 = AnimElem = 15
pos = -70, 0
value = 62

[State 3010, 3]
type = Width
trigger1 = Time >= 0
value = 50,50

[State 3010, 4]
type = EnvShake
trigger1 = AnimElem = 7
trigger2 = AnimElem = 15
time = 15

; Sounds
[State 3010, Snd1]; Grab
type = PlaySnd
trigger1 = Time = 0
value = 1002,0
channel = 0

[State 3010, Snd2]; Orahhh!!!!
type = PlaySnd
trigger1 = Time = 6
trigger2 = AnimElem = 11
value = 1,1
channel = 1

[State 3010, Snd3]; Crush!!!!
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 15
value = 1002,1
channel = 2

[State 3010, Snd3]; Ground!!!!
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 15
value = 1002,2
channel = 3

[State 3010, Snd4]; Jump
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 17
value = 40,0
channel = 0

[State 3010, Snd4]; Land
type = PlaySnd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 19
value = 52,0
channel = 0

[State 3010, Snd5]; Orahhh!!!!
type = PlaySnd
trigger1 = AnimElem = 22
value = 1,2
channel = 1

[State 3010, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 3031
ctrl = 0

;------------------------------------------------------------------------
; BEAR SLAM COMBO SDM (Part2)
[Statedef 3031]
type = A
movetype = A
physics = N
velset = 0,-4.5
anim = 3031
ctrl = 0
sprpriority = 3

[State 3011, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3010, Super D]
type = AfterImage
trigger1 = Time = 2
paladd = 200, 15,15
palmul = .75,.65,.65
time = 2

[State 3010, Super E]
type = AfterImageTime
trigger1 = Time = [2,28]
time = 2

[State 3011, 1]
type = VelAdd
trigger1 = Time >= 5
y = .5

[State 3011, Snd]
type = PlaySnd
trigger1 = TimeMod = 6,0
value = 1000,4
channel = 0

[State 3011, 2a]
type = TargetBind
trigger1 = AnimElem = 1
trigger2 = AnimELem = 5
trigger3 = AnimElem = 9
pos = -67,-47

[State 3011, 2b]
type = TargetBind
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
pos = 0,-47

[State 3011, 2c]
type = TargetBind
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
pos = 67,-47

[State 3011, 2d]
type = TargetBind
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
pos = 0,-47

[State 3011, Spr1]
type = SprPriority
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
value = 2

[State 3011, Spr1]
type = SprPriority
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
value = 3

[State 3010, 3]
type = Width
trigger1 = Time >= 0
value = 50,50

[State 3031, 8]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3032
ctrl = 0

;---------------------------------------------------------------------------
; BEAR SLAM COMBO SDM (Part3)
[Statedef 3032]
type = S
movetype = A
physics = S
anim = 3032
ctrl = 0

[State 3011, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3010, Super D]
type = AfterImage
trigger1 = Time = 2
paladd = 200, 15,15
palmul = .75,.65,.65
time = 2

[State 3010, Super E]
type = AfterImageTime
trigger1 = Time = [2,51]
time = 2

[State 3012, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3012, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3012, 2]
type = TargetLifeAdd
trigger1 = Time = 0
value = -100
kill = 0

[State 3012, 2]
type = TargetBind
trigger1 = AnimElem = 1
pos = -55,0

[State 3012, 3]
type = GameMakeAnim
trigger1 = Time = 0
pos = -55,0
value = 62

[State 3012, 3]
type = Width
trigger1 = time >= 0
value = 30,30

[State 3012, 3]
type = Width
trigger1 = time = 9
value = 9,0

[State 3012, 4]
type = EnvShake
trigger1 = Time = 0
time = 30

[State 3010, Snd3]; Crush!!!!
type = PlaySnd
trigger1 = Time = 0
value = 1002,1

[State 3010, Snd3]; Ground!!!!
type = PlaySnd
trigger1 = Time = 0
value = 1002,2

[State 1080, Snd1]
type = PlaySnd
trigger1 = AnimElem = 3, 1
value = 1,1

[State 1080, Snd1]
type = PlaySnd
trigger1 = Time = 0
value = 1002,0
volume = 0
channel = 1

[State 1080, 2a]
type = TargetBind
trigger1 = AnimElem = 3
pos = -69,-56

[State 1080, 2b]
type = TargetBind
trigger1 = AnimElem = 4
pos = -41,-57

[State 1080, 2c]
type = TargetBind
trigger1 = AnimElem = 5
pos = -44,-58

[State 1080, 2d]
type = TargetBind
trigger1 = AnimElem = 6
pos = -30,-71

[State 1080, 3]
type = Width
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
value = 18,0

[State 1080, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3033
ctrl = 0

;---------------------------------------------------------------------------
; BEAR SLAM COMBO SDM (Parte 4)
[Statedef 3033]
type = A
movetype = A
physics = N
velset = 0,-7.5
anim = 1081
ctrl = 0
sprpriority = 2

[State 3010, Super D]
type = AfterImage
trigger1 = Time = 2
paladd = 200, 15,15
palmul = .75,.65,.65
time = 2

[State 3010, Super E]
type = AfterImageTime
trigger1 = Time = [2,29]
time = 2

[State 1081, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1081, 1]
type = VelAdd
trigger1 = Time >= 5
y = .5

[State 1081, Snd]
type = PlaySnd
trigger1 = TimeMod = 6, 1
value = 1000,3
volume = 0
channel = 0

[State 1081, 2]
type = TargetBind
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
pos = -1,-123

[State 1081, 3]
type = Width
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
value = 18,18

[State 1081, 8]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3034
ctrl = 0

;---------------------------------------------------------------------------
; BEAR SLAM COMBO (Parte 5)
[Statedef 3034]
type = S
movetype = A
physics = S
anim = 1082
ctrl = 0
sprpriority = 2

[State 1062, 1]
type = NotHitBy
trigger1 = Time >= 1
value = SCA
time = 1

[State 3010, Super D]
type = AfterImage
trigger1 = Time = 2
paladd = 200, 15,15
palmul = .75,.65,.65
time = 2

[State 3010, Super E]
type = AfterImageTime
trigger1 = Time = [2,100]
time = 2

[State 1062, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1062, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1082, 2]
type = TargetLifeAdd
trigger1 = Time = 0
value = -150

[State 1082, 2a]
type = TargetBind
trigger1 = AnimElem = 1
pos = 2, -32

[State 1062, 3]
type = GameMakeAnim
trigger1 = Time = 0
pos = 0,-20
value = 2

[State 1062, 3]
type = Width
trigger1 = time = 0
value = -20,20

[State 1082, 4]
type = EnvShake
trigger1 = Time = 0
time = 25

[State 1082, 6a]; OOrrrraaaahhhhh!!!!
type = PlaySnd
trigger1 = Time = 1
value = 1,2
volume = 0
channel = 0

[State 1082, 6b]; crush
type = PlaySnd
trigger1 = Time = 0
value = 1002,1
volume = 0
channel = 1

[State 3011, Super_Snd1]
type = PlaySnd
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
channel = 0
value = 9000,1
volume = 255

[State 3011, Super_Screen]
type = EnvColor
trigger1 = WinKO = 1
value = 255,0,0
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 1082, Turn]
type = Turn
trigger1 = AnimElem = 2

[State 1082, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; GIANT SWING (DM)
[Statedef 3040]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3040

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 2
pos = -27,-51
anim = 100

[State 3020, Super B]
type = PlaySnd
trigger1 = Time = 2
value = 3000,0 ;Play fight sound of super

[State 3020, Super C]
type = PowerAdd
trigger1 = Time = 2
value = -1000

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

[State 3020, Super E]
type = AfterImageTime
trigger1 = Time = [2,38]
time = 2

[State 3020, Super F] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 4

[State 3000, 1]
type = PlaySnd
trigger1 = Time = 1
value = 210,0
volume = 0

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HT
hitflag = M
priority = 1
snap = 12, 0, 0, 1
sparkno = -1
p1facing = -1
p1stateno = 3050
p2stateno = 3045
p2getp1state = 1
fall.damage = 0

[State 3000, 2]
type = ChangeState
trigger1 = MoveContact = 1
trigger1 = AnimElem = 2,= 7
value = 3050

[State 3000, 3]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; GRABBED_BY_GIANT SWING (hit)
[Statedef 3045]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0
sprpriority = 5

[State 3005, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),3046,3045)

[State 3011, Spr1]
type = SprPriority
trigger1 = AnimElem = 10
trigger2 = AnimElem = 18
trigger3 = AnimElem = 26
trigger4 = AnimElem = 34
value = 5

[State 3011, Spr2]
type = SprPriority
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
trigger3 = AnimElem = 21
trigger4 = AnimElem = 29
trigger5 = AnimElem = 36
value = 4

[State 3005, PalFX]
type = PalFX
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
trigger5 = AnimElem = 20
trigger6 = AnimElem = 25
trigger7 = AnimElem = 28
trigger8 = AnimElem = 33
add = 255,0,0
mul = 255,0,0
time = 10

[State 3007, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3046

;----------------------------
; GRABBED_BY_Giant Swing DM (Effects)
[Statedef 3046]
type=A
movetype=H
physics=N
anim = ifelse(var(6),10061,5061)

[State 3006, ini]
type = VelSet
trigger1 = Time = 0
x = 5
y = -10

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

[State 3006, 3]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
;---------------------------------------------------------------------------
; GIANT SWING DM (Sucess)
[Statedef 3050]
type = S
movetype = A
physics = S
anim = 3050
sprpriority = 4

[State 3010, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3010, Super D]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 3010, Super E]
type = AfterImageTime
trigger1 = Time = [2,100]
time = 2

; Targets
[State 3010, Target1]
type = TargetBind
trigger1 = AnimElem = 1
pos = -64,-45

[State 3010, Target2]
type = TargetBind
trigger1 = AnimElem = 2
trigger2 = AnimELem = 10
trigger3 = AnimELem = 18
trigger4 = AniMElem = 26
trigger5 = AnimElem = 34
pos = -10,-40

[State 3010, Target3]
type = TargetBind
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
trigger3 = AnimElem = 19
trigger4 = AnimElem = 27
trigger5 = AnimElem = 35
pos = 25,-40

[State 3010, Target4]
type = TargetBind
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12
trigger3 = AnimElem = 20
trigger4 = AnimElem = 28
pos = 43,-43

[State 3010, Target5]
type = TargetBind
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
trigger3 = AnimElem = 21
trigger4 = AnimElem = 29
pos = 35,-50

[State 3010, Target6]
type = TargetBind
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 22
trigger4 = AnimElem = 30
pos = 44,-51

[State 3010, Target7]
type = TargetBind
trigger1 = AnimElem = 7
trigger2 = AnimElem = 15
trigger3 = AnimElem = 23
trigger4 = AnimElem = 31
pos = 4,-51

[State 3010, Target8]
type = TargetBind
trigger1 = AnimElem = 8
trigger2 = AnimElem = 16
trigger3 = AnimElem = 24
trigger4 = AnimElem = 32
pos = 3,-49

[State 3010, Target9]
type = TargetBind
trigger1 = AnimElem = 9
trigger2 = AnimElem = 17
trigger3 = AnimElem = 25
trigger4 = AnimElem = 33
pos = -2,-45

; Lifes
[State 3010, 2]
type = TargetLifeAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
trigger5 = AnimElem = 20
trigger6 = AnimElem = 25
trigger7 = AnimElem = 28
trigger8 = AnimElem = 33
value = -31

; Crack 1
[State 3010, 3]
type = GameMakeAnim
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12
trigger3 = AnimElem = 20
trigger4 = AnimElem = 28
pos = 43,-43
value = 2

; Crack 2
[State 3010, 3]
type = GameMakeAnim
trigger1 = AnimElem = 9
trigger2 = AnimElem = 17
trigger3 = AnimElem = 25
trigger4 = AnimElem = 33
pos = -2,-45
value = 2

[State 3010, 3]
type = Width
trigger1 = Time >= 0
value = 50,50

; Sounds
[State 3010, Snd1]; Grab
type = PlaySnd
trigger1 = Time = 0
value = 1002,0
channel = 0

[State 3010, Snd2]; Rrrrrhhhaaaahhhhh!!!!
type = PlaySnd
trigger1 = Time = 6
value = 3000,3
channel = 1

[State 3010, Snd3]; Crack!!!!
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
trigger5 = AnimElem = 20
trigger6 = AnimElem = 25
trigger7 = AnimElem = 28
trigger8 = AnimElem = 33
value = 3000,2
channel = 2

[State 3010, Snd4]; Wind
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
trigger4 = AnimElem = 26
value = 3000,5
channel = 3

[State 3010, Snd4]; Wind
type = PlaySnd
trigger1 = AnimElem = 36
value = 3000,4
channel = 2

[State 3011, Snd1]
type = PlaySnd
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
channel = 0
value = 9000,0
volume = 255

[State 3011, 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 3010, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; GIANT SWING (SDM)
[Statedef 3060]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3040

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 2
pos = -27,-51
anim = 101

[State 3020, Super B]
type = PlaySnd
trigger1 = Time = 2
value = 3000,1 ;Play fight sound of super

[State 3020, Super C]
type = PowerAdd
trigger1 = Time = 2
value = -2000

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

[State 3020, Super E]
type = AfterImageTime
trigger1 = Time = [2,38]
time = 2

[State 3020, Super F] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 4

[State 3000, 1]
type = PlaySnd
trigger1 = Time = 1
value = 210,0
volume = 0

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HT
hitflag = M
priority = 1
snap = 12, 0, 0, 1
sparkno = -1
p1facing = -1
p1stateno = 3070
p2stateno = 3065
p2getp1state = 1
fall.damage = 0

[State 3000, 2]
type = ChangeState
trigger1 = MoveContact = 1
trigger1 = AnimElem = 2,= 7
value = 3070

[State 3000, 3]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; GRABBED_BY_GIANT SWING (hit)
[Statedef 3065]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0
sprpriority = 5

[State 3005, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),3066,3065)

[State 3011, Spr1]
type = SprPriority
trigger1 = AnimElem = 10
trigger2 = AnimElem = 18
trigger3 = AnimElem = 26
trigger4 = AnimElem = 34
trigger5 = AnimElem = 42
trigger6 = AnimElem = 50
trigger7 = AnimElem = 58
trigger8 = AnimElem = 64
value = 5

[State 3011, Spr2]
type = SprPriority
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
trigger3 = AnimElem = 21
trigger4 = AnimElem = 29
trigger5 = AnimElem = 37
trigger6 = AnimElem = 45
trigger7 = AnimElem = 53
trigger8 = AnimElem = 61
trigger9 = AnimElem = 68
value = 4

[State 3005, PalFX]
type = PalFX
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
trigger5 = AnimElem = 20
trigger6 = AnimElem = 25
trigger7 = AnimElem = 28
trigger8 = AnimElem = 33
trigger9 = AnimElem = 36
trigger10 = AnimElem = 41
trigger11 = AnimElem = 44
trigger12 = AnimElem = 49
trigger13 = AnimElem = 52
trigger14 = AnimElem = 57
trigger15 = AnimElem = 60
trigger16 = AnimElem = 65
add = 255,255,255
mul = 255,255,255
time = 10

[State 3007, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3066

;----------------------------
; GRABBED_BY_Giant Swing SDM (Effects)
[Statedef 3066]
type=A
movetype=H
physics=N
anim = ifelse(var(6),10061,5061)

[State 3006, ini]
type = VelSet
trigger1 = Time = 0
x = 9
y = -14

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

[State 3006, 3]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
;---------------------------------------------------------------------------
; GIANT SWING SDM (Sucess)
[Statedef 3070]
type = S
movetype = A
physics = S
anim = 3070
sprpriority = 4

[State 3010, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3010, Super D]
type = AfterImage
trigger1 = Time = 2
paladd = 200, 15,15
palmul = .75,.65,.65
time = 2

[State 3010, Super E]
type = AfterImageTime
trigger1 = Time = [2,200]
time = 2

; Targets
[State 3010, Target1]
type = TargetBind
trigger1 = AnimElem = 1
pos = -64,-45

[State 3010, Target2]
type = TargetBind
trigger1 = AnimElem = 2
trigger2 = AnimELem = 10
trigger3 = AnimELem = 18
trigger4 = AniMElem = 26
trigger5 = AnimElem = 34
trigger6 = AnimELem = 42
trigger7 = AnimELem = 50
trigger8 = AniMElem = 58
trigger9 = AnimElem = 66
pos = -10,-40

[State 3010, Target3]
type = TargetBind
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
trigger3 = AnimElem = 19
trigger4 = AnimElem = 27
trigger5 = AnimElem = 35
trigger6 = AnimElem = 43
trigger7 = AnimElem = 51
trigger8 = AnimElem = 59
trigger9 = AnimElem = 67
pos = 25,-40

[State 3010, Target4]
type = TargetBind
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12
trigger3 = AnimElem = 20
trigger4 = AnimElem = 28
trigger5 = AnimElem = 36
trigger6 = AnimElem = 44
trigger7 = AnimElem = 52
trigger8 = AnimElem = 60
pos = 43,-43

[State 3010, Target5]
type = TargetBind
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
trigger3 = AnimElem = 21
trigger4 = AnimElem = 29
trigger5 = AnimElem = 37
trigger6 = AnimElem = 45
trigger7 = AnimElem = 53
trigger8 = AnimElem = 61
pos = 35,-50

[State 3010, Target6]
type = TargetBind
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 22
trigger4 = AnimElem = 30
trigger5 = AnimElem = 38
trigger6 = AnimElem = 46
trigger7 = AnimElem = 54
trigger8 = AnimElem = 62
pos = 44,-51

[State 3010, Target7]
type = TargetBind
trigger1 = AnimElem = 7
trigger2 = AnimElem = 15
trigger3 = AnimElem = 23
trigger4 = AnimElem = 31
trigger5 = AnimElem = 39
trigger6 = AnimElem = 47
trigger7 = AnimElem = 55
trigger8 = AnimElem = 63
pos = 4,-51

[State 3010, Target8]
type = TargetBind
trigger1 = AnimElem = 8
trigger2 = AnimElem = 16
trigger3 = AnimElem = 24
trigger4 = AnimElem = 32
trigger5 = AnimElem = 40
trigger6 = AnimElem = 48
trigger7 = AnimElem = 56
trigger8 = AnimElem = 64
pos = 3,-49

[State 3010, Target9]
type = TargetBind
trigger1 = AnimElem = 9
trigger2 = AnimElem = 17
trigger3 = AnimElem = 25
trigger4 = AnimElem = 33
trigger5 = AnimElem = 41
trigger6 = AnimElem = 49
trigger7 = AnimElem = 57
trigger8 = AnimElem = 65
pos = -2,-45

; Lifes
[State 3010, 2]
type = TargetLifeAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
trigger5 = AnimElem = 20
trigger6 = AnimElem = 25
trigger7 = AnimElem = 28
trigger8 = AnimElem = 33
trigger9 = AnimElem = 36
trigger10 = AnimElem = 41
trigger11 = AnimElem = 44
trigger12 = AnimElem = 49
trigger13 = AnimElem = 52
trigger14 = AnimElem = 57
trigger15 = AnimElem = 60
trigger16 = AnimElem = 65
value = -25

; Crack 1
[State 3010, 3]
type = GameMakeAnim
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12
trigger3 = AnimElem = 20
trigger4 = AnimElem = 28
trigger5 = AnimElem = 36
trigger6 = AnimElem = 44
trigger7 = AnimElem = 52
trigger8 = AnimElem = 60
pos = 43,-43
value = 2

; Crack 2
[State 3010, 3]
type = GameMakeAnim
trigger1 = AnimElem = 9
trigger2 = AnimElem = 17
trigger3 = AnimElem = 25
trigger4 = AnimElem = 33
trigger5 = AnimElem = 41
trigger6 = AnimElem = 49
trigger7 = AnimElem = 57
trigger8 = AnimElem = 65
pos = -2,-45
value = 2

[State 3010, 3]
type = Width
trigger1 = Time >= 0
value = 50,50

; Sounds
[State 3010, Snd1]; Grab
type = PlaySnd
trigger1 = Time = 0
value = 1002,0
channel = 0

[State 3010, Snd2]; Rrrrrhhhaaaahhhhh!!!!
type = PlaySnd
trigger1 = Time = 6
value = 3000,3
channel = 1

[State 3010, Snd3]; Crack!!!!
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
trigger5 = AnimElem = 20
trigger6 = AnimElem = 25
trigger7 = AnimElem = 28
trigger8 = AnimElem = 33
trigger9 = AnimElem = 36
trigger10 = AnimElem = 41
trigger11 = AnimElem = 44
trigger12 = AnimElem = 49
trigger13 = AnimElem = 52
trigger14 = AnimElem = 57
trigger15 = AnimElem = 60
trigger16 = AnimElem = 65
value = 3000,2
channel = 2

[State 3010, Snd4]; Wind
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
trigger4 = AnimElem = 26
trigger5 = AnimElem = 34
trigger6 = AnimElem = 42
trigger7 = AnimElem = 50
trigger8 = AnimElem = 58
value = 3000,5
channel = 3

[State 3010, Snd4]; Wind
type = PlaySnd
trigger1 = AnimElem = 68
value = 3000,4
channel = 2

[State 3011, Snd1]
type = PlaySnd
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
channel = 0
value = 9000,1
volume = 255

[State 3011, Screen]
type = EnvColor
trigger1 = WinKO = 1
value = 255,0,0
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 3010, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 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 = 156,156,255
mul = 156,156,255
time = 3

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

[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, 5]
type = PlaySnd
trigger1 = time = 1
trigger1 = stateno = 52
value = 52,0

[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 = (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, 10009]) || (stateno = [10020, 10024])
var(42) = 1

[State -2, VarSet2]
type = Varset
triggerall = roundstate = 3
triggerall = (stateno != [800, 999]) && (stateno != 255) && (stateno != 256)
trigger1 = (stateno = [1000, 2999])
;trigger2 = projhit(1101) = 1 || projhit(1120) = 1
trigger3 = (stateno = [10010, 10019]) || (stateno = [10025, 10039])
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, 3019]) || (stateno = [3040, 3059])
;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 = [3020, 3039]) || (stateno = [3060, 3079])
;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

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


