; Big's constants.
; Format (case insensitive):
; Var(2) = Variável de Qtde de Provocações
; Var(5) = Variável de Cansaço!!!
; Var(9) = Variável de Intro!!!!
; Var(10) = Variável de Pose Win!!!!
; Var(58) = Varuável que define se o Screen Expolsion DM foi ativado!!!
; Var(59) = Varuável que define se o Screen Expolsion SDM foi ativado!!!
;  [groupname]        
;  constname = value  

[Data]
life = 1300           ;Amount of life to start with
attack = 125          ;100% attack power (more is stronger)
defence = 115         ;100% defensive power (more is stronger)
fall.defence_up = 45 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 65    ;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 = 1          ;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 = 29     ;Player width (back, ground)
ground.front = 33    ;Player width (front, ground)
height = 115         ;Height of Player (for opponent to jump over)
air.back = 27        ;Player width (back, air)
air.front = 31       ;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 = -1, -112
mid.pos = 4, -46

[Velocity]
walk.fwd  = 1.5      ;Walk forward
walk.back = -1.4     ;Walk backward
run.fwd  = 3.6, 0     ;Run forward (x, y)  - if y<0, player will hop
run.back = -7.2,-2.6  ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-9    ;Neutral jumping velocity (x, y)
jump.back = -3.55    ;Jump back Speed (x, y)
jump.fwd = 3.5       ;Jump forward Speed (x, y)
runjump.back = -5,-9 ;Running jump speeds (opt)
runjump.fwd = 5.2,-9      ;.
airjump.neu = 0,-7      ;.
airjump.back = -2.55,-7 ;Air jump speeds (opt)
airjump.fwd = 2.5,-7   ;.

[Movement]
airjump.num = 1    ;Number of air jumps allowed (opt)
airjump.height = 25  ;Minimum distance from ground before you can air jump (opt)
yaccel = .70         ;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 Land
[Statedef 52]
type    = S
physics = S
ctrl = 0

[State 52, 3a]
type = CtrlSet
trigger1 = Time = 10
value = 1

[State 52, 4a]
type = PlaySnd
trigger1 = Time = 0
value = 52,0
volume = 0

[State 52, 5a]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10

[State 52, 6]
type = EnvShake
trigger1 = Time = 0
time = 10

[State 52, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 52, 1]
type = changeanim
trigger1 = time = 0
value = 47

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 100, 1a]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
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 = Big despreza...
[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, Snd]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
value = 99,0
channel = 0


;---------------------------------------------------------------------------
; WIN2 = Big bate na barriga
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0,0

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

[State 181, Snd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 9
value = 182,0
channel = 0

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

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

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

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

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

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

[State 191, 1] ;Intro not yet over
type = AssertSpecial
trigger1 = Time = [0, 120]
flag = intro

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

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

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

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

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

[State 390, 1]
type = ChangeAnim
trigger1 = Var(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 181, Snd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 9
value = 182,0
channel = 0

;---------------------------------------------------------------------------
; STAND_LIGHT_PUNCH
[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
poweradd = 5
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)

[State 200, PS]
type = PlaySnd
trigger1 = Time = 2
value = 0,0

[State 200, PS]
type = PlaySnd
trigger1 = Time = 1
value = 1,0
volume = 100

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 12,3                  ;Damage that move inflicts
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5,11                  ;Time attacker pauses, time victim shakes
getpower = 20,10
givepower = 10,5
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -44,-78                ;X-offset for the "hit spark" rel. to p2,
hitsound = S2,0                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12             ;Time that the victim slides back
ground.hittime  = 16             ;Time victim is in hit state
ground.velocity = -2.5             ;Velocity at which victim is pushed
air.velocity = -3,-1.8           ;X-velocity at which victim is pushed,
air.hittime = 8                  ;Time before oppoment regains control in air

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_HARD_PUNCH
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 30
ctrl = 0
velset = 0,0
anim = 210

[State 210, 1] ;Uncomment if you want to play a sound
type = PlaySnd
trigger1 = Time = 2
value = 0,2

[State 210, PS]
type = PlaySnd
trigger1 = Time = 1
value = 1,1
volume = 100

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 24, 4
guardflag = MA
pausetime = 5, 16
getpower = 40,20
givepower = 20,10
sparkxy = -62,-93
hitsound   = s2,2
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 19
ground.velocity = -5.2
air.velocity = -4.3,-3.2

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_LOW_PUNCH
[Statedef 220]
type = S
movetype = A
physics = S
juggle = 3
ctrl = 0
poweradd = 20
anim = 220

[State 220, PS]
type = PlaySnd
trigger1 = Time = 2
value = 0,1

[State 220, PS]
type = PlaySnd
trigger1 = Time = 1
value = 1,0
volume = 100

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 12, 3
guardflag = MA
pausetime = 5, 7
getpower = 20,10
givepower = 10,5
sparkxy = -41,-57
hitsound   = S2,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 7
ground.hittime  = 18
ground.velocity = -2.4,-4.5
air.velocity = -2.4,-4.5
airguard.velocity = -5

[State 220, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_HARD_HOOK
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
poweradd = 30
anim = 230

[State 230, 1] ;Uncomment if you want to play a sound
type = PlaySnd
trigger1 = Time = 2
value = 0,2

[State 230, PS]
type = PlaySnd
trigger1 = Time = 1
value = 1,1
volume = 100

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 26,4
guardflag = MA
pausetime = 5, 15
sparkxy = -44,-94
getpower = 50,25
givepower = 25,13
hitsound   = S2,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 19
ground.velocity = -4.5
air.velocity = -3.2,-4.5
airguard.velocity = -3.5,-2.8

[State 230, 3]
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 = 2
value = 0, 2

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

[State 240, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = DiagUp
damage = 50, 4
getpower = 25, 12
givepower = 12, 6
guardflag = M
pausetime = 12,12
sparkno = 2
sparkxy = -61,-46
hitsound = S2,4
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime = 23
ground.velocity = -7,-4
air.velocity = -3.5,-4
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 = -56,-65
sparkno = 0
hitsound = S2,0
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5

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

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

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

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

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

[State 410, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
animtype = Hard
getpower = 40, 20
givepower = 20, 10
damage = 20, 2
guardflag = M
pausetime = 12,12
sparkno = 2
sparkxy = -68,-72
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_HOOK
[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 = -29,-37
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_LOW_PUNCH
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 15
poweradd= 30
ctrl = 0
anim = 430

[State 430, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,1

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

[State 430, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage   = 20, 2
getpower = 30, 15
givepower = 15, 7
guardflag = L
pausetime = 11,12
sparkno = 2
sparkxy = -49,-34
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 = -53,-102
sparkno = 0
hitsound = S2,0
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5

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

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

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

[State 610, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype = Hard
getpower = 40, 20
givepower = 20, 10
damage = 20, 2
guardflag = HA
pausetime = 12,12
sparkno = 2
sparkxy = -50,-74
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 = -48,-56
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   = 15,3
getpower = 30, 15
givepower = 15, 7
guardflag = HA
pausetime = 11,12
sparkno = 2
sparkxy = -38,-50
hitsound   = S2,3
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
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1

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

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

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

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

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

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

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

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

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

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

; THROWN_BY_THROW_Y (Effects)
[Statedef 806]
type    = A
movetype= H; Está apanhando!!!
physics = N
velset = 2.5,-7
anim = ifelse(var(6),10050,5050)

[State 806, 0]
type = Turn
Trigger1 = Time = 0

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

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

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

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

; THROW_Y (Sucess)
[Statedef 810]
type = S
movetype = A
physics = S
anim = 810
poweradd =10
sprpriority = 1

[State 810, Priority]
type = SprPriority
trigger1 = AnimElem = 2
value = 4

[State 810, Grab]
type = PlaySnd
trigger1 = Time = 0
value = 1000,5
channel = 0

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

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

[State 810, 2a]
type = TargetBind
trigger1 = AnimElem = 1
pos = 74,-73

[State 810, 2b]
type = TargetBind
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
pos = 28,-62

[State 810, 2c]
type = TargetBind
trigger1 = AnimElem = 3
pos = -58,-106

[State 810, 2d]
type = TargetBind
trigger1 = AnimElem = 5
pos = 69,-107

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

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

;---------------------------------------------------------------------------
; SPECIAL_ATTACKS
;---------------------------------------------------------------------------
; BIG Fish Throw (throw)
[Statedef 1000]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1000
poweradd = 70
velset = 0,0

[State 1000, 0]; Voice
type = PlaySnd
trigger1 = Time = 0
value = 1,2
volume = 0
channel = 0

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

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, ST
hitflag = M
priority = 1
snap = 12, 0, 0, 1
sparkno = 11 ;Medium Blood hit Spark
sparkxy = -75,-23
p1facing = -1
p1stateno = 1005
p2stateno = 1002
p2getp1state = 1
fall.damage = 0

[State 1000, 2]
type = ChangeState
trigger1 = MoveContact = 1
trigger1 = AnimElem = 6,= 5
value = 1005

[State 1000, 3]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 0
value = 1001
ctrl = 0

;---------------------------------------------------------------------------
; BIG Fish Throw (Grab Failed)
[Statedef 1001]
type = S
movetype = I
physics = S
anim = 1001
ctrl = 0
velset = 0,0

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

;---------------------------------------------------------------------------
; BIG Fish Throw (Grabbed)
[Statedef 1002]
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 = Time = 0
add = 255,0,0
mul = 255,0,0
time = 20

[State 1014, PalFX]
type = PalFX
trigger1 = AnimElem = 7
add = 255,0,0
mul = 255,0,0
time = 25

[State 1014, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1003

; BIG Fish Throw (Grabbed - Effects)
[Statedef 1003]
type    = A
movetype= H; Está apanhando!!!
physics = N
velset =  7,-5
poweradd = 40
anim = ifelse(var(6),10050,5050)

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

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

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

[State 5101, 5] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = SelfState
value = 5100

;---------------------------------------------------------------------------
; BIG Fish Throw (Grab Sucess)
[Statedef 1005]
type = S
movetype = A
physics = S
anim = 1004
sprpriority = 5

[State 1005, Prior]
type = Sprpriority
trigger1 = AnimElem = 2
value = 2

[State 1005, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 47

[State 1005, Snd1];Grab
type = PlaySnd
trigger1 = Time = 0
value = 1000,5
channel = 0
volume = 0

[State 1005, Snd1];Blood
type = PlaySnd
trigger1 = Time = 0
value = 1000,1
channel = 1
volume = 0

[State 1005, Snd2];Wind
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,2
channel = 2
volume = 0

[State 1005, Snd3];More Blood
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000,3
channel = 3
volume = 0

[State 1005, 2]
type = TargetLifeAdd
trigger1 = Time = 0
value = -35 

[State 1005, 2]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -90 

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 1
pos = -234,-22

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = -60,-230

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = 230,-193

[State 1013, 3]
type = GameMakeAnim
trigger1 = AnimElem = 3
pos = 230,-193
value = 12

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

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

[State 1004, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; BIG Fish Throw in Air(throw)
[Statedef 1010]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1010
poweradd = 70
velset = 0,0

[State 1010, 0]; Voice
type = PlaySnd
trigger1 = Time = 0
value = 1,2
volume = 0
channel = 0

[State 1010, 0b]; Whip
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000,0
volume = 0
channel = 1

[State 1010, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, ST
hitflag = HA
priority = 1
snap = 12, 0, 0, 1
sparkno = 11 ;Medium Blood hit Spark
sparkxy = -75,-180
p1facing = -1
p1stateno = 1015
p2stateno = 1012
p2getp1state = 1
fall.damage = 0

[State 1010, 2]
type = ChangeState
trigger1 = MoveContact = 1
trigger1 = AnimElem = 6,= 5
value = 1015

[State 1010, 3]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 0
value = 1011
ctrl = 0

;---------------------------------------------------------------------------
; BIG Fish Throw in Air(Grab Failed)
[Statedef 1011]
type = S
movetype = I
physics = S
anim = 1011
ctrl = 0
velset = 0,0

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

;---------------------------------------------------------------------------
; BIG Fish Throw in Air(Grabbed)
[Statedef 1012]
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),1016,1015)

[State 1014, PalFX]
type = PalFX
trigger1 = Time = 0
add = 255,0,0
mul = 255,0,0
time = 20

[State 1014, PalFX]
type = PalFX
trigger1 = AnimElem = 7
add = 255,0,0
mul = 255,0,0
time = 25

[State 1014, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1013

; BIG Fish Throw in Air(Grabbed - Effects)
[Statedef 1013]
type    = A
movetype= H; Está apanhando!!!
physics = N
velset =  7,-5.5
poweradd = 40
anim = ifelse(var(6),10061,5161)

;[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
;---------------------------------------------------------------------------
; BIG Fish Throw in Air (Grab Sucess)
[Statedef 1015]
type = S
movetype = A
physics = S
anim = 1014
sprpriority = 5

[State 1005, Prior]
type = Sprpriority
trigger1 = AnimElem = 2
value = 2

[State 1005, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 47

[State 1005, Snd1];Grab
type = PlaySnd
trigger1 = Time = 0
value = 1000,5
volume = 0
channel = 0

[State 1005, Snd1];Blood
type = PlaySnd
trigger1 = Time = 0
value = 1000,1
channel = 1
volume = 0

[State 1005, Snd2];Wind
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,6
channel = 2
volume = 0

[State 1005, Snd3];More Blood
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000,4
channel = 3
volume = 0

[State 1005, Snd3];Stomp
type = PlaySnd
trigger1 = AnimElem = 5
value = F7,0
channel = 4
volume = 0

[State 1005, 2]
type = TargetLifeAdd
trigger1 = Time = 0
value = -40 

[State 1005, 2]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -100 

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 1
pos = -196,-181

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = -54,-143

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = 97,-35

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 4
pos = 175,-15

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 5
pos = 233,2

[State 1013, 3a]; Blood
type = GameMakeAnim
trigger1 = AnimElem = 5
pos = 233,2
value = 12

[State 1013, 3b]; Wave
type = GameMakeAnim
trigger1 = AnimElem = 5
pos = 233,2
value = 61

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

[State 1013, 4]
type = Width
trigger1 = AnimElem = 5
value = 8,0

[State 1004, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hundred Fishing Attack Light (start)
[Statedef 1020]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
velset = 0,0
anim = 1020
ctrl = 0

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000,6
volume = 0
channel = 1

[State 1020, 1b]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1
volume = 0
channel = 0

[State 1020, 2]
type = VelSet
trigger1 = AnimElem = 4
x = 4

[State 1020, 3] 
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Up
damage    = 10,3
getpower = 20,10
givepower = 10,5
priority  = 5
guardflag = MA
pausetime = 8,8
sparkxy = -67,-56
sparkno = 11
hitsound   = S1000,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = 2,-3.5
air.velocity = 3,-3.5
hitonce = 1

[State 1020, Command]
type = ChangeState
trigger1 = P2Life > 0
trigger1 = MoveHit = 1
trigger1 = AnimElem = 5, = 1
value = 1021

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

;---------------------------------------------------------------------------
; Hundred Fishing Attack Light (sucess)
[Statedef 1021]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 30
velset = 0,0
anim = 1021
ctrl = 0

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
trigger4 = AnimElem = 11
trigger5 = AnimElem = 14
trigger6 = AnimElem = 17
value = 1000,2
volume = 0
channel = 1

[State 1020, 1b]
type = PlaySnd
trigger1 = AnimElem = 17
value = 1, 1
volume = 0
channel = 0

[State 1021, 3a] 
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
trigger4 = AnimElem = 11
attr = A, SA
animtype  = Light
damage    = 10,3
getpower = 10,5
givepower = 5,3
priority  = 5
guardflag = MA
pausetime = 4,4
sparkxy = -55,-71
sparkno = 10
hitsound   = S1000,1
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -.05,-1.5
air.velocity = -.05,-1.5
hitonce = 1

[State 1021, 3b] 
type = HitDef
trigger1 = AnimElem = 14
attr = A, SA
animtype  = Medium
damage    = 10,3
getpower = 10,5
givepower = 5,3
priority  = 5
guardflag = MA
pausetime = 4,4
sparkxy = -55,-71
sparkno = 10
hitsound   = S1000,1
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -.05,-1.5
air.velocity = -.05,-1.5
hitonce = 1

[State 1021, 3c] 
type = HitDef
trigger1 = AnimElem = 18
attr = A, SA
animtype  = Hard
damage    = 10,3
getpower = 10,5
givepower = 5,3
priority  = 5
guardflag = MA
pausetime = 8,8
sparkxy = -55,-71
sparkno = 12
hitsound   = S1000,4
guardsound = 6,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -4,-4.25
air.velocity = -4,-4.25
air.juggle = 15
hitonce = 1
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
fall.recover = 1

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

;---------------------------------------------------------------------------
; Hundred Fishing Attack Hard (start)
[Statedef 1030]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 75
velset = 0,0
anim = 1030
ctrl = 0

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000,6
volume = 0
channel = 1

[State 1030, 1b]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1
volume = 0
channel = 0

[State 1020, 2]
type = VelSet
trigger1 = AnimElem = 4
x = 6

[State 1020, 3] 
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Up
damage    = 9,2
getpower = 20,10
givepower = 10,5
priority  = 5
guardflag = MA
pausetime = 8,8
sparkxy = -67,-56
sparkno = 11
hitsound   = S1000,1
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
ground.velocity = 2,-3.5
air.velocity = 3,-3.5
hitonce = 1

[State 1020, Command]
type = ChangeState
trigger1 = P2Life > 0
trigger1 = MoveHit = 1
trigger1 = AnimElem = 5, = 1
value = 1031

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

;---------------------------------------------------------------------------
; Hundred Fishing Attack Hard (sucess)
[Statedef 1031]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
velset = 0,0
anim = 1031
ctrl = 0

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
trigger4 = AnimElem = 11
trigger5 = AnimElem = 14
trigger6 = AnimElem = 17
trigger7 = AnimElem = 20
trigger8 = AnimElem = 23
trigger9 = AnimElem = 26
trigger10 = AnimElem = 30
value = 1000,6
volume = 0
channel = 1

[State 1020, 1b]
type = PlaySnd
trigger1 = AnimElem = 17
value = 1, 1
volume = 0
channel = 0

[State 1021, 3a] 
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
trigger4 = AnimElem = 11
trigger5 = AnimElem = 14
trigger6 = AnimElem = 17
trigger7 = AnimElem = 20
trigger8 = AnimElem = 23
attr = A, SA
animtype  = Light
damage    = 9,2
getpower = 10,5
givepower = 5,3
priority  = 5
guardflag = MA
pausetime = 3,3
sparkxy = -55,-71
sparkno = 10
hitsound   = S1000,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -.05,-1.5
air.velocity = -.05,-1.5
hitonce = 1

[State 1021, 3b] 
type = HitDef
trigger1 = AnimElem = 26
attr = A, SA
animtype  = Medium
damage    = 9,2
getpower = 10,5
givepower = 5,3
priority  = 5
guardflag = MA
pausetime = 3,3
sparkxy = -55,-71
sparkno = 11
hitsound   = S1000,4
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -.05,-1.5
air.velocity = -.05,-1.5
hitonce = 1

[State 1021, 3c] 
type = HitDef
trigger1 = AnimElem = 30
attr = A, SA
animtype  = Hard
damage    = 9,2
getpower = 10,5
givepower = 5,3
priority  = 5
guardflag = MA
pausetime = 8,8
sparkxy = -55,-71
sparkno = 12
hitsound   = S1000,4
guardsound = 6,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -4,-4.25
air.velocity = -4,-4.25
air.juggle = 15
hitonce = 1
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
fall.recover = 0

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

;---------------------------------------------------------------------------
; KNUCKLE BIG BANG (stop)
[Statedef 1040]
type    = S 
movetype= A 
physics = S
velset = 0,0                     
ctrl = 0                         
anim = 1040 
poweradd = 50                      

[State 1040, Scream]
type = PlaySnd
trigger1 = Time = 0
value = 1,2
channel = 0
volume = 100

[State 1040, Wind]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,2
channel = 1
volume = 0

[State 1040, Ground]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1040,0
channel = 2
volume = 0

[State 1040, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA                     
damage    = 20,5
animtype = Medium                 
guardflag = MA                   
hitflag = MAF                    
priority = 5, Hit                
pausetime = 7,7
getpower = 20,10
givepower = 10,5
sparkno = 1                   
sparkxy = -44,-79                
hitsound = S2,1                   
guardsound = 6,0                 
ground.type = High                 
ground.slidetime = 12             
ground.hittime  = 12             
ground.velocity = -1.5            
air.velocity = -1.5,-1.8           
air.hittime = 12                  

[State 1040, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Hard
damage    = 30,7
guardflag = MA
pausetime = 6,6
getpower = 40,20
givepower = 20,10
sparkxy = -71,-50
hitsound   = s2,2
guardsound = 6,0
ground.type = High
ground.slidetime = 2
ground.hittime  = 20
ground.velocity = -17
air.velocity = -14.4,-3.2

[State 1040, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; KNUCKLE BIG BANG (move)
[Statedef 1050]
type    = S 
movetype= A 
physics = S
velset = 0,0                     
ctrl = 0                         
anim = 1050                       
poweradd = 75

[State 1050, Move]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
x = 7

[State 1050, Scream]
type = PlaySnd
trigger1 = Time = 0
value = 1,2
channel = 0
volume = 100

[State 1050, Wind]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,6
channel = 1
volume = 0

[State 1050, Ground]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1040,0
channel = 2
volume = 0

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA                     
damage    = 25,4
animtype = Medium                 
guardflag = MA                   
hitflag = MAF                    
priority = 5, Hit                
pausetime = 7,7
getpower = 20,10
givepower = 10,5
sparkno = 1                   
sparkxy = -44,-79                
hitsound = S2,3                   
guardsound = 6,0                 
ground.type = High                 
ground.slidetime = 12             
ground.hittime  = 12             
ground.velocity = -1.5            
air.velocity = -1.5,-1.8           
air.hittime = 12                  

[State 1050, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Hard
damage    = 55,6
guardflag = MA
pausetime = 6,6
getpower = 40,20
givepower = 20,10
sparkxy = -71,-50
hitsound   = s2,3
guardsound = 6,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 20
ground.velocity = -22
air.velocity = -18,-6

[State 1050, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; HYPER MOTIONS
;---------------------------------------------------------------------------
; How to fish an enemie!!!! (DM - start)
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -1000
velset = 0,0
anim = 3000
ctrl = 0

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 0
pos = -73,-93
time = 60
anim = 100

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

[State 3000, Super B2]
type = PlaySnd
trigger1 = Time = 0
volume = 0
value = 15,0

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

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

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

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000,6
volume = 0
channel = 1

[State 1020, 1b]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1
volume = 0
channel = 0

[State 1020, 2]
type = VelSet
trigger1 = AnimElem = 4
x = 4

[State 1020, 3] 
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
animtype  = Up
damage    = 31,5
getpower = 20,10
givepower = 10,5
priority  = 5
guardflag = M
pausetime = 8,8
sparkxy = -67,-56
sparkno = 11
hitsound   = S1000,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = 2,-3.5
air.velocity = 3,-3.5
hitonce = 1

[State 1020, Command]
type = ChangeState
trigger1 = P2Life > 0
trigger1 = MoveHit = 1
trigger1 = AnimElem = 5, >= 0
value = 3001

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

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

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

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

;---------------------------------------------------------------------------
; How to fish an enemie!!! (DM sucess - Part 1)
[Statedef 3001]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 0,0
anim = 3001
ctrl = 0

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

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,1000]
time = 2

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
trigger4 = AnimElem = 11
trigger5 = AnimElem = 14
trigger6 = AnimElem = 17
value = 1000,2
volume = 0
channel = 1

[State 1020, 1b]
type = PlaySnd
trigger1 = AnimElem = 17
value = 1, 1
volume = 0
channel = 0

[State 1021, 3a] 
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
trigger4 = AnimElem = 11
attr = A, HA
animtype  = Light
damage    = 31,3
getpower = 10,5
givepower = 5,3
priority  = 5
guardflag = MA
pausetime = 4,4
sparkxy = -55,-71
sparkno = 10
hitsound   = S1000,1
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-1.5
air.velocity = 0,-1.5
hitonce = 1
kill = 0
palfx.time = 10
palfx.add = 255,0,0
palfx.mul = 255,0,0

[State 1021, 3b] 
type = HitDef
trigger1 = AnimElem = 14
attr = A, HA
animtype  = Medium
damage    = 31,3
getpower = 10,5
givepower = 5,3
priority  = 5
guardflag = MA
pausetime = 4,4
sparkxy = -55,-71
sparkno = 10
hitsound   = S1000,1
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = 0,-1.5
air.velocity = 0,-1.5
hitonce = 1
kill = 0
palfx.time = 10
palfx.add = 255,0,0
palfx.mul = 255,0,0

[State 1021, 3c] 
type = HitDef
trigger1 = AnimElem = 18
attr = A, HA
animtype  = Up
damage    = 31,5
getpower = 10,5
givepower = 5,3
priority  = 5
guardflag = MA
pausetime = 8,8
sparkxy = -55,-71
sparkno = 12
hitsound   = S1000,4
guardsound = 6,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 45
ground.velocity = 0,-8.5
air.velocity = 0,-8.5
air.animtype = Up
hitonce = 1
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
fall.recover = 0
kill = 0
palfx.time = 10
palfx.add = 255,0,0
palfx.mul = 255,0,0


[State 3001, 0]; Voice
type = PlaySnd
trigger1 = AnimElem = 19
value = 1,2
volume = 0
channel = 0

[State 3001, 0b]; Whip
type = PlaySnd
trigger1 = AnimElem = 23
value = 1000,0
volume = 0
channel = 1

[State 3001, 1]
type = HitDef
trigger1 = AnimElem = 25
attr = A, HT
hitflag = AF
priority = 1
snap = 12, 0, 0, 1
sparkno = 11 ;Medium Blood hit Spark
sparkxy = -75,-23
p1facing = -1
p1stateno = 3005
p2stateno = 3002
p2getp1state = 1
fall.damage = 0
kill = 0

[State 3001, 2]
type = ChangeState
trigger1 = MoveContact = 1
trigger1 = AnimElem = 25,= 5
value = 3005

[State 1000, 3]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 0
value = 1001
ctrl = 0

;---------------------------------------------------------------------------
; How to Fish and enemie DM (Grabbed)
[Statedef 3002]
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 = Time = 0
add = 255,0,0
mul = 255,0,0
time = 20

[State 1014, PalFX]
type = PalFX
trigger1 = AnimElem = 7
add = 255,0,0
mul = 255,0,0
time = 25

[State 1014, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3003

; How to fish and enemie DM (Grabbed - Effects)
[Statedef 3003]
type    = A
movetype= H; Está apanhando!!!
physics = N
velset =  7,-5
poweradd = 40
anim = ifelse(var(6),10050,5050)

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

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

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

[State 5101, 5] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = SelfState
value = 5100

;---------------------------------------------------------------------------
; How to fish and enemie DM (Grab Sucess)
[Statedef 3005]
type = S
movetype = A
physics = S
anim = 3002
sprpriority = 5

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

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,1000]
time = 2

[State 1005, Prior]
type = Sprpriority
trigger1 = AnimElem = 2
value = 2

[State 1005, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 47

[State 1005, Snd1];Grab
type = PlaySnd
trigger1 = Time = 0
value = 1000,5
channel = 0
volume = 0

[State 1005, Snd1];Blood
type = PlaySnd
trigger1 = Time = 0
value = 1000,1
channel = 1
volume = 0

[State 1005, Snd2];Wind
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,2
channel = 2
volume = 0

[State 1005, Snd3];More Blood
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000,3
channel = 3
volume = 0

[State 1005, 2]
type = TargetLifeAdd
trigger1 = Time = 0
value = -31
kill = 0

[State 1005, 2]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -90 

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 1
pos = -234,-22

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = -60,-230

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = 230,-193

[State 1013, 3]
type = GameMakeAnim
trigger1 = AnimElem = 3
pos = 230,-193
value = 12

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

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

[State 3001, Snd]
type = PlaySnd
triggerall = Var(59) != 1
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
value = 9000,0
volume = 255

[State 3001, Screen]
type = EnvColor
triggerall = Var(59) != 1
trigger1 = WinKO = 1
value = 255,255,255
ignorehitpause = 1
persistent = 0
under = 1
time = 20

[State 3001, Chars]
type = PalFX
triggerall = Var(59) != 1
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
value = 0,0,0
mul = 0,0,0
time = 20

[State 1004, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; How to fish an enemie SDM (start)
[Statedef 3010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -2000
velset = 0,0
anim = 3010
ctrl = 0

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 0
pos = -73,-93
time = 60
anim = 101

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

[State 3000, Super B2]
type = PlaySnd
trigger1 = Time = 0
volume = 0
value = 15,0

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

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

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

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000,6
volume = 0
channel = 1

[State 1030, 1b]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1
volume = 0
channel = 0

[State 1020, 2]
type = VelSet
trigger1 = AnimElem = 4
x = 6

[State 1020, 3] 
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Up
damage    = 30,5
getpower = 20,10
givepower = 10,5
priority  = 5
guardflag = M
pausetime = 8,8
sparkxy = -67,-56
sparkno = 11
hitsound   = S1000,1
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
ground.velocity = 2,-3.5
air.velocity = 3,-3.5
hitonce = 1

[State 1020, Command]
type = ChangeState
trigger1 = P2Life > 0
trigger1 = MoveHit = 1
trigger1 = AnimElem = 5, >= 0
value = 3011

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

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

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

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

;---------------------------------------------------------------------------
; How to fish an enemie (SDM - sucess)
[Statedef 3011]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 3011
ctrl = 0

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

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,1000]
time = 2

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
trigger4 = AnimElem = 11
trigger5 = AnimElem = 14
trigger6 = AnimElem = 17
trigger7 = AnimElem = 20
trigger8 = AnimElem = 23
trigger9 = AnimElem = 26
trigger10 = AnimElem = 30
value = 1000,6
volume = 0
channel = 1

[State 1020, 1b]
type = PlaySnd
trigger1 = AnimElem = 17
value = 1, 1
volume = 0
channel = 0

[State 1021, 3a] 
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
trigger4 = AnimElem = 11
trigger5 = AnimElem = 14
trigger6 = AnimElem = 17
trigger7 = AnimElem = 20
trigger8 = AnimElem = 23
attr = A, HA
animtype  = Light
damage    = 30,2
getpower = 10,5
givepower = 5,3
priority  = 5
guardflag = MA
pausetime = 3,3
sparkxy = -55,-71
sparkno = 10
hitsound   = S1000,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-1.5
air.velocity = 0,-1.5
hitonce = 1
kill = 0

[State 1021, 3b] 
type = HitDef
trigger1 = AnimElem = 26
attr = A, HA
animtype  = Medium
damage    = 30,3
getpower = 10,5
givepower = 5,3
priority  = 5
guardflag = MA
pausetime = 3,3
sparkxy = -55,-71
sparkno = 11
hitsound   = S1000,4
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = 0,-1.5
air.velocity = 0,-1.5
hitonce = 1
kill = 0

[State 1021, 3c] 
type = HitDef
trigger1 = AnimElem = 30
attr = A, HA
animtype  = Hard
damage    = 30,5
getpower = 10,5
givepower = 5,3
priority  = 5
guardflag = MA
pausetime = 8,8
sparkxy = -55,-71
sparkno = 12
hitsound   = S1000,4
guardsound = 6,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = 0,-5.5
air.velocity = 0,-5.5
hitonce = 1
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
fall.recover = 0
kill = 0

[State 1010, 0]; Voice
type = PlaySnd
trigger1 = AnimElem = 31
value = 1,2
volume = 0
channel = 0

[State 1010, 0b]; Whip
type = PlaySnd
trigger1 = AnimElem = 35
value = 1000,0
volume = 0
channel = 1

[State 1010, 1]
type = HitDef
trigger1 = AnimElem = 37
attr = S, HT
hitflag = AF
priority = 1
snap = 12, 0, 0, 1
sparkno = 11 ;Medium Blood hit Spark
sparkxy = -75,-180
p1facing = -1
p1stateno = 3015
p2stateno = 3012
p2getp1state = 1
fall.damage = 0
kill = 0
hitonce = 1

[State 1010, 2]
type = ChangeState
trigger1 = MoveContact = 1
trigger1 = AnimElem = 37,= 5
value = 3015

[State 1010, 3]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 0
value = 1011
ctrl = 0


;---------------------------------------------------------------------------
; How to fish an enemie SDM(Grabbed)
[Statedef 3012]
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),1016,1015)

[State 1014, PalFX]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
mul = 255,255,255
time = 20

[State 1014, PalFX]
type = PalFX
trigger1 = AnimElem = 7
add = 255,255,255
mul = 255,255,255
time = 25

[State 1014, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3013

; How to fish an enemie SDM(Grabbed - Effects)
[Statedef 3013]
type    = A
movetype= H; Está apanhando!!!
physics = N
velset =  0,-11
poweradd = 40
anim = ifelse(var(6),10061,5061)

;[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 = Time >= 20
y = .51

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = SelfState
value = 5110
;---------------------------------------------------------------------------
; How to fish an enemie SDM (Grab Sucess)
[Statedef 3015]
type = S
movetype = A
physics = S
anim = 1014
sprpriority = 5

[State 1005, Prior]
type = Sprpriority
trigger1 = AnimElem = 2
value = 2

[State 1005, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 47

[State 1005, Snd1];Grab
type = PlaySnd
trigger1 = Time = 0
value = 1000,5
volume = 0
channel = 0

[State 1005, Snd1];Blood
type = PlaySnd
trigger1 = Time = 0
value = 1000,1
channel = 1
volume = 0

[State 1005, Snd2];Wind
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,6
channel = 2
volume = 0

[State 1005, Snd3];More Blood
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000,4
channel = 3
volume = 0

[State 1005, Snd3];Stomp
type = PlaySnd
trigger1 = AnimElem = 5
value = F7,0
channel = 4
volume = 0

[State 1005, 2]
type = TargetLifeAdd
trigger1 = Time = 0
value = -30
kill = 0

[State 1005, 2]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -30
kill = 0

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 1
pos = -196,-181

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = -54,-143

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = 97,-35

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 4
pos = 175,-15

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 5
pos = 233,2

[State 1013, 3a]; Blood
type = GameMakeAnim
trigger1 = AnimElem = 5
pos = 233,2
value = 12

[State 1013, 3b]; Wave
type = GameMakeAnim
trigger1 = AnimElem = 5
pos = 233,2
value = 61

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

[State 1013, 4]
type = Width
trigger1 = AnimElem = 5
value = 8,0

[State 1004, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 3016

;---------------------------------------------------------------------------
; How to fish and enemie SDM (throw 2)
[Statedef 3016]
type = S
movetype = A
physics = N
ctrl = 0
anim = 3016
poweradd = 0
velset = 0,0

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

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,1000]
time = 2

[State 1000, 0]; Voice
type = PlaySnd
trigger1 = Time = 0
value = 1,2
volume = 0
channel = 0

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

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HT
hitflag = MAF
priority = 1
snap = 12, 0, 0, 1
sparkno = 11 ;Medium Blood hit Spark
sparkxy = -75,-23
p1facing = -1
p1stateno = 3025
p2stateno = 3022
p2getp1state = 1
fall.damage = 0
kill = 0
hitonce = 1

[State 1000, 2]
type = ChangeState
trigger1 = MoveContact = 1
trigger1 = AnimElem = 6,= 5
value = 3025

[State 1000, 3]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 0
value = 1001
ctrl = 0

;---------------------------------------------------------------------------
; How to Fish and enemie SDM (Grabbed)
[Statedef 3022]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0
sprpriority = 2

[State 1005, Prior1]
type = Sprpriority
trigger1 = AnimElem = 1
trigger1 = AnimElem = 5
trigger1 = AnimElem = 10
trigger1 = AnimElem = 15
value = 4

[State 1005, Prior2]
type = Sprpriority
trigger1 = AnimElem = 3
trigger1 = AnimElem = 7
trigger1 = AnimElem = 12
trigger1 = AnimElem = 17
value = 1

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

[State 1014, PalFX]
type = PalFX
trigger1 = Time = 0
add = 255,0,0
mul = 255,0,0
time = 20

[State 1014, PalFX]
type = PalFX
trigger1 = AnimElem = 7
add = 255,0,0
mul = 255,0,0
time = 25

[State 1014, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3023

; How to fish and enemie SDM (Grabbed - Effects)
[Statedef 3023]
type    = A
movetype= H; Está apanhando!!!
physics = N
velset =  -7,-5
poweradd = 40
anim = ifelse(var(6),10050,5050)

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

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

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

[State 5101, 5] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = SelfState
value = 5100

;---------------------------------------------------------------------------
; How to fish and enemie SDM (Grab Sucess)
[Statedef 3025]
type = S
movetype = A
physics = S
anim = 3002
sprpriority = 5

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

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,1000]
time = 2

[State 1005, Prior1]
type = Sprpriority
trigger1 = AnimElem = 1
trigger1 = AnimElem = 6
trigger1 = AnimElem = 12
trigger1 = AnimElem = 18
value = 2

[State 1005, Prior2]
type = Sprpriority
trigger1 = AnimElem = 3
trigger1 = AnimElem = 8
trigger1 = AnimElem = 14
trigger1 = AnimElem = 20
value = 5

[State 1005, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 47

[State 1005, Snd1];Grab
type = PlaySnd
trigger1 = Time = 0
value = 1000,5
channel = 0
volume = 0

[State 1005, Snd1];Blood
type = PlaySnd
trigger1 = Time = 0
value = 1000,1
channel = 1
volume = 0

[State 1005, Snd2];Wind
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,2
channel = 2
volume = 0

[State 1005, Snd3];More Blood
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000,3
channel = 3
volume = 0

[State 1005, 2]
type = TargetLifeAdd
trigger1 = Time = 0
value = -30
kill = 0

[State 1005, 2]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -30

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 1
pos = -234,-22

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = -60,-230

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = 230,-193

[State 1013, 3]
type = GameMakeAnim
trigger1 = AnimElem = 3
pos = 230,-193
value = 12

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

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

[State 3001, Super_Snd1]
type = PlaySnd
triggerall = Var(58) != 1
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
value = 9000,1
volume = 255

[State 3001, Super_Screen]
type = EnvColor
triggerall = Var(58) != 1
trigger1 = WinKO = 1
value = 255,0,0
ignorehitpause = 1
persistent = 0
under = 1
time = 20

[State 3001, Super_Chars]
type = PalFX
triggerall = Var(58) != 1
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
value = 0,0,0
mul = 0,0,0
time = 20

[State 1004, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Grab and Slam!!!(DM)
[Statedef 3030]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3040

[State 3020, Super A]
type = SuperPause
trigger1 = Time = 2
pos = 51,-45
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 = [2,68]
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 = 12

[State 3020, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1
channel = 0
volume = 50

[State 3040,0b]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,2
channel = 1
volume = 0

[State 3020, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HT
hitflag = M
priority = 1
snap = 12, 0, 0, 1
sparkno = -1
p1facing = -1
p1stateno = 3040
p2stateno = 3035
p2getp1state = 1
fall.damage = 0

[State 3030, 2]
type = ChangeState
trigger1 = MoveContact = 1
trigger1 = AnimElem = 3,=12
value = 3040

[State 3030, 3]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Grabbed by Grab and Slam!!!! DM (Part1)
[Statedef 3035]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0
sprpriority = 5

[State 3025, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),3037,3035)

[State 3005, PalFX]
type = PalFX
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
trigger4 = AnimElem = 20
add = 255,0,0
mul = 255,0,0
time = 15

[State 3005, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3036

; Grabbed by Grab and Slam!!!! DM (Part3)
[Statedef 3036]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0
sprpriority = 5

[State 3027, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),3038,3036)

[State 3027, PalFX]
type = PalFX
trigger1 = Time = 0
add = 255,0,0
mul = 255,0,0
time = 10

[State 3027, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3038

; Grabbed by Grab and Slam!!!! DM (Effects)
[Statedef 3038]
type    = A
movetype= H; Está apanhando!!!
physics = N
velset = 7.5,-.8
poweradd = 40
anim = ifelse(var(6),10061,5161)

[State 3028, Pos]
type = PosSet
trigger1 = Time = 0
y = -0.01

[State 3028, Gravity]
type = VelAdd
trigger1 = Time >= 0
y = .35

[State 3028, Final] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
;---------------------------------------------------------------------------
; Grab and Slam DM (Sucess-Part1)
[Statedef 3040]
type = S
movetype = A
physics = S
anim = 3041

[State 3030, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 195

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

[State 3010, Super E]
type = AfterImageTime
trigger1 = Time = [2,195]
time = 2

[State 3030, Grab]
type = PlaySnd
trigger1 = Time = 0
value = 1000,5
channel = 3

[State 3030, Snd]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
trigger3 = AnimElem = 17
trigger4 = AnimElem = 23
value = 1,2
channel = 0
volume = 120

[State 3030, 2]
type = TargetLifeAdd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 24
value = -30
kill = 0 

[State 3030, 2]; Pos1
type = TargetBind
trigger1 = AnimElem = 1
trigger2 = AnimElem = 7
trigger3 = AnimElem = 13
trigger4 = AnimElem = 19
pos = -46,-57

[State 3030, 2]; Pos2
type = TargetBind
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
trigger3 = AnimElem = 14
trigger4 = AnimElem = 20
pos = -24,-101

[State 3030, 2]; Pos3
type = TargetBind
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
trigger3 = AnimElem = 15
trigger4 = AnimElem = 21
pos = 31,-144

[State 3030, 2]; Pos4
type = TargetBind
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 16
trigger4 = AnimElem = 22
pos = -67,-137

[State 3030, 2]; Pos5
type = TargetBind
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
trigger3 = AnimElem = 17
trigger4 = AnimElem = 23
pos = -108,-73

[State 3030, 2]; Pos6
type = TargetBind
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 24
pos = -100,0

[State 3030, 3]
type = GameMakeAnim
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 24
pos = -95, 1
value = 62

[State 3030, 3]
type = Width
trigger1 = AnimElem = 1
value = 18,0

[State 3030, 4]
type = EnvShake
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 24
time = 15

[State 3030, 6]; Whip
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 16
trigger4 = AnimElem = 22
value = 1000,0
channel = 1
volume = 0

[State 3030, 6]; Crush
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 24
value = 1040,0
channel = 2
volume = 0

[State 3041, Facing]
type = Turn
trigger1 = AnimElem = 25

[State 3030, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 3041
ctrl = 0

;---------------------------------------------------------------------------
; Grab and Slam (Sucess-Part2)
[Statedef 3041]
type = A
movetype = A
physics = N
velset = 4,-9
anim = 3042
ctrl = 0

[State 3041, POsSet]
type = PosSet
trigger1 = Time = 0
y = -0.01

[State 3031, 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 = [2,30]
time = 2

[State 3031, 1]
type = VelAdd
trigger1 = Time >= 0
y = .70

[State 3031, Snd]
type = PlaySnd
trigger1 = Time = 0
value = 40,0
channel = 0
volume = 0

[State 3031, Snd2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1
channel = 1
volume = 90

[State 3041, 8]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3042
ctrl = 0

;---------------------------------------------------------------------------
; Grab and Slam (Sucess-Part3)
[Statedef 3042]
type = S
movetype = A
physics = S
anim = 3043
ctrl = 0

[State 3042, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

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

[State 3010, Super E]
type = AfterImageTime
trigger1 = Time = [2,25]
time = 2

[State 3032, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3032, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3032, 2]
type = TargetLifeAdd
trigger1 = Time = 0
value = -130 

[State 3032, 3]
type = GameMakeAnim
trigger1 = Time = 0
pos = 14,0
value = 62

[State 3032, 3]
type = Width
trigger1 = time = 0
value = 18,0

[State 3032, 4]
type = EnvShake
trigger1 = Time = 0
time = 25

[State 3032, 6]; Crush
type = PlaySnd
trigger1 = Time = 0
value = 1040,0
channel = 0
volume = 0

[State 3032, 6]; Hard Attack
type = PlaySnd
trigger1 = Time = 0
value = 2,3
channel = 1
volume = 0

[State 3032, 6]; Ground
type = PlaySnd
trigger1 = Time = 0
value = F7,0
channel = 2
volume = 0

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

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

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

[State 3032, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Grab and Slam!!!(SDM)
[Statedef 3050]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3060

[State 3020, Super A]
type = SuperPause
trigger1 = Time = 2
pos = 51,-45
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 = [2,68]
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 = 12

[State 3020, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1
channel = 0
volume = 50

[State 3040,0b]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,2
channel = 1
volume = 0

[State 3020, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HT
hitflag = M
priority = 1
snap = 12, 0, 0, 1
sparkno = -1
p1facing = -1
p1stateno = 3060
p2stateno = 3055
p2getp1state = 1
fall.damage = 0

[State 3030, 2]
type = ChangeState
trigger1 = MoveContact = 1
trigger1 = AnimElem = 3,=12
value = 3060

[State 3030, 3]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Grabbed by Grab and Slam!!!! SDM (Part1)
[Statedef 3055]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0
sprpriority = 5

[State 3025, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),3057,3054)

[State 3005, PalFX]
type = PalFX
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
trigger4 = AnimElem = 20
trigger5 = AnimElem = 25
trigger6 = AnimElem = 30
trigger7 = AnimElem = 35
trigger8 = AnimElem = 40
add = 255,255,255
mul = 255,255,255
time = 15

[State 3005, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3056

; Grabbed by Grab and Slam!!!! SDM (Part3)
[Statedef 3056]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0
sprpriority = 5

[State 3027, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),3058,3055)

[State 3027, PalFX1]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
mul = 255,255,255
time = 25

[State 3027, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3057

; Grabbed by Grab and Slam!!!! SDM (Part4)
[Statedef 3057]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0
sprpriority = 5

[State 3027, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),3059,3056)

[State 3027, PalFX1]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
mul = 255,255,255
time = 10

[State 3027, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3058

; Grabbed by Grab and Slam!!!! SDM (Effects)
[Statedef 3058]
type    = A
movetype= H; Está apanhando!!!
physics = N
velset = 7.5,-.8
poweradd = 40
anim = ifelse(var(6),10161,5161)

[State 3028, Pos]
type = PosSet
trigger1 = Time = 0
y = -0.01

[State 3028, Gravity]
type = VelAdd
trigger1 = Time >= 0
y = .35

[State 3028, Final] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
;---------------------------------------------------------------------------
; Grab and Slam SDM (Sucess-Part1)
[Statedef 3060]
type = S
movetype = A
physics = S
anim = 3061

[State 3030, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 195

[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 = [2,400]
time = 2

[State 3030, Grab]
type = PlaySnd
trigger1 = Time = 0
value = 1000,5
channel = 3

[State 3030, Snd]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
trigger3 = AnimElem = 17
trigger4 = AnimElem = 23
trigger5 = AnimElem = 29
trigger6 = AnimElem = 35
trigger7 = AnimElem = 41
trigger8 = AnimElem = 47
value = 1,2
channel = 0
volume = 120

[State 3030, 2]
type = TargetLifeAdd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 24
trigger5 = AnimElem = 30
trigger6 = AnimElem = 36
trigger7 = AnimElem = 42
trigger8 = AnimElem = 48
value = -18
kill = 0 

[State 3030, 2]; Pos1
type = TargetBind
trigger1 = AnimElem = 1
trigger2 = AnimElem = 7
trigger3 = AnimElem = 13
trigger4 = AnimElem = 19
trigger5 = AnimElem = 25
trigger6 = AnimElem = 31
trigger7 = AnimElem = 37
trigger8 = AnimElem = 43
pos = -46,-57

[State 3030, 2]; Pos2
type = TargetBind
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
trigger3 = AnimElem = 14
trigger4 = AnimElem = 20
trigger5 = AnimElem = 26
trigger6 = AnimElem = 32
trigger7 = AnimElem = 38
trigger8 = AnimElem = 44
pos = -24,-101

[State 3030, 2]; Pos3
type = TargetBind
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
trigger3 = AnimElem = 15
trigger4 = AnimElem = 21
trigger5 = AnimElem = 27
trigger6 = AnimElem = 33
trigger7 = AnimElem = 39
trigger8 = AnimElem = 45
pos = 31,-144

[State 3030, 2]; Pos4
type = TargetBind
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 16
trigger4 = AnimElem = 22
trigger5 = AnimElem = 28
trigger6 = AnimElem = 34
trigger7 = AnimElem = 40
trigger8 = AnimElem = 46
pos = -67,-137

[State 3030, 2]; Pos5
type = TargetBind
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
trigger3 = AnimElem = 17
trigger4 = AnimElem = 23
trigger5 = AnimElem = 29
trigger6 = AnimElem = 35
trigger7 = AnimElem = 41
trigger8 = AnimElem = 47
pos = -108,-73

[State 3030, 2]; Pos6
type = TargetBind
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 24
trigger5 = AnimElem = 30
trigger6 = AnimElem = 36
trigger7 = AnimElem = 42
trigger8 = AnimElem = 48
pos = -100,0

[State 3030, 3]
type = GameMakeAnim
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 24
trigger5 = AnimElem = 30
trigger6 = AnimElem = 36
trigger7 = AnimElem = 42
trigger8 = AnimElem = 48
pos = -95, 1
value = 62

[State 3030, 3]
type = Width
trigger1 = AnimElem = 1
value = 18,0

[State 3030, 4]
type = EnvShake
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 24
trigger5 = AnimElem = 30
trigger6 = AnimElem = 36
trigger7 = AnimElem = 42
trigger8 = AnimElem = 48
time = 15

[State 3030, 6]; Whip
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 16
trigger4 = AnimElem = 22
trigger5 = AnimElem = 28
trigger6 = AnimElem = 34
trigger7 = AnimElem = 40
trigger8 = AnimElem = 46
value = 1000,0
channel = 1
volume = 0

[State 3030, 6]; Crush
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 24
trigger5 = AnimElem = 30
trigger6 = AnimElem = 36
trigger7 = AnimElem = 42
trigger8 = AnimElem = 48
value = 1040,0
channel = 2
volume = 0

[State 3041, Facing]
type = Turn
trigger1 = AnimElem = 49

[State 3030, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 3061
ctrl = 0

;---------------------------------------------------------------------------
; Grab and Slam (Sucess-Part2)
[Statedef 3061]
type = A
movetype = A
physics = N
velset = 4,-9
anim = 3062
ctrl = 0

[State 3041, POsSet]
type = PosSet
trigger1 = Time = 0
y = -0.01

[State 3031, 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 = [2,30]
time = 2

[State 3031, 1]
type = VelAdd
trigger1 = Time >= 0
y = .70

[State 3031, Snd]
type = PlaySnd
trigger1 = Time = 0
value = 40,0
channel = 0
volume = 0

[State 3031, Snd2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1
channel = 1
volume = 90

[State 3041, 8]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3062
ctrl = 0

;---------------------------------------------------------------------------
; Grab and Slam (Sucess-Part3)
[Statedef 3062]
type = S
movetype = A
physics = S
anim = 3063
ctrl = 0

[State 3042, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[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 = [2,46]
time = 2

[State 3032, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3032, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3032, 2]
type = TargetLifeAdd
trigger1 = Time = 0
value = -100
kill = 0

[State 3032, 3]
type = GameMakeAnim
trigger1 = Time = 0
pos = 14,0
value = 62

[State 3032, 3]
type = Width
trigger1 = time = 0
value = 18,0

[State 3032, 4]
type = EnvShake
trigger1 = Time = 0
time = 25

[State 3032, 6]; Crush
type = PlaySnd
trigger1 = Time = 0
value = 1040,0
channel = 0
volume = 0

[State 3032, 6]; Hard Attack
type = PlaySnd
trigger1 = Time = 0
value = 2,3
channel = 1
volume = 0

[State 3032, 6]; Ground
type = PlaySnd
trigger1 = Time = 0
value = F7,0
channel = 2
volume = 0

[State 3032, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 3063
ctrl = 0

;---------------------------------------------------------------------------
; Grab and Slam (Sucess-Part4)
[Statedef 3063]
type = A
movetype = A
physics = N
velset = 0,-10
anim = 3064
ctrl = 0

[State 3041, POsSet]
type = PosSet
trigger1 = Time = 0
y = -0.01

[State 3031, 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 = [2,30]
time = 2

[State 3031, 1]
type = VelAdd
trigger1 = Time >= 0
y = .70

[State 3031, Snd]
type = PlaySnd
trigger1 = Time = 0
value = 40,0
channel = 0
volume = 0

[State 3031, Snd2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1
channel = 1
volume = 90

[State 3041, 8]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3064
ctrl = 0

;---------------------------------------------------------------------------
; Grab and Slam (Sucess-Part5)
[Statedef 3064]
type = S
movetype = A
physics = S
anim = 3065
ctrl = 0

[State 3042, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[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 = [2,25]
time = 2

[State 3032, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3032, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3032, 2]
type = TargetLifeAdd
trigger1 = Time = 0
value = -150

[State 3032, 3]
type = GameMakeAnim
trigger1 = Time = 0
pos = 14,0
value = 62

[State 3032, 3]
type = Width
trigger1 = time = 0
value = 18,0

[State 3032, 4]
type = EnvShake
trigger1 = Time = 0
time = 25

[State 3032, 6]; Crush
type = PlaySnd
trigger1 = Time = 0
value = 1040,0
channel = 0
volume = 0

[State 3032, 6]; Hard Attack
type = PlaySnd
trigger1 = Time = 0
value = 2,3
channel = 1
volume = 0

[State 3032, 6]; Ground
type = PlaySnd
trigger1 = Time = 0
value = F7,0
channel = 2
volume = 0

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

[State 3001, 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 3032, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; HYPER_MOTIONS
;---------------------------------------------------------------------------
;=================
; THROWS
;=================
;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type    = L
movetype= H
physics = N

[State 5100, Shake]
type = EnvShake
trigger1 = Time = 0
time = 10

[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 = 100

[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]

; Lay 1
[State -2, 1]
type = ChangeState
trigger1 = Stateno != 1422
trigger1 = Stateno != 1402
trigger1 = Stateno = 0
trigger1 = Pos Y != 0
value = 51
ctrl = 1

; Lay 2
[State -2, 2]
type = ChangeState
trigger1 = Stateno != 1422
trigger1 = Stateno != 1402
trigger1 = Stateno = 0
trigger1 = Pos Y != 0
value = 52
ctrl = 1

[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 = 255,255,255
mul = 255,255,255
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 = 100

[State -2, 2b]
type = PlaySnd
triggerall = Random < 300
triggerall = Time = 1
trigger1 = anim = 5001
trigger2 = anim = 5011
trigger3 = anim = 5021
value = 5000, 1
volume = 100

[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 = 100

;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, 1]
type = PlaySnd
trigger1 = time = 0
trigger1 = stateno = 40
value = 40, 1

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

[State -2, Vartemp1DM]
type = VarSet
triggerall = WinKO = 1
trigger1 = stateno = 3000
V = 59
value = 1

[State -2, Vartemp2DM]
type = VarSet
triggerall = WinKO = 0
trigger1 = stateno = 3001
v = 59
value = 0

[State -2, Vartemp1SDM]
type = VarSet
triggerall = WinKO = 1
trigger1 = stateno = 3010
V = 58
value = 1

[State -2, Vartemp2SDM]
type = VarSet
triggerall = WinKO = 0
trigger1 = stateno = 3011
v = 58
value = 0

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

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

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

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

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

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

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

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

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

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

[State 180, x]
type = VarSet
triggerall = Var(57) = 0
triggerall = p2movetype = H
trigger1 = stateno != [800, 999]
trigger1 = movehit
trigger2 = projhit = 1
;trigger3 = (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, 10015])
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
var(42) = 2

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

[State -2, VarSet4]
type = Varset
triggerall = roundstate = 3
triggerall = (stateno != [800, 999]) && (stateno != 255) && (stateno != 256)
trigger1 = (stateno = [3000, 3009]) || (stateno = [3030, 3049])
;trigger2 = projhit(1101) = 1 || projhit(1120) = 1
var(42) = 4

[State -2, VarSet5]
type = Varset
triggerall = roundstate = 3
triggerall = (stateno != [800, 999]) && (stateno != 255) && (stateno != 256)
trigger1 = (stateno = [3010, 3029]) || (stateno = [3050, 3069])
;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

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