; Charmy's constants.
; Format (case insensitive):
;  [groupname]        
;  constname = value  

[Data]
life = 900           ;Amount of life to start with
attack = 80          ;100% attack power (more is stronger)
defence = 90         ;100% defensive power (more is stronger)
fall.defence_up = 45 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 30    ;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 15       ;Can do 15 points of juggling
sparkno = 2        ;Default spark number
guard.sparkno = 40 ;Default guard spark number
KO.echo = 0          ;1 to enable echo on KO
volume = 0           ;Volume offset (negative for softer)

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 11      ;Player width (back, ground)
ground.front = 11     ;Player width (front, ground)
height = 38          ;Height of Player (for opponent to jump over)
air.back = 9         ;Player width (back, air)
air.front = 9        ;Player width (front, air)
z.width = 3          ;Player width (into and out)
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too   
head.pos = 0, -35
mid.pos = 0, -16

[Velocity]
walk.fwd  = 3        ;Walk forward
walk.back = -3       ;Walk backward
run.fwd  = 6, 0     ;Run forward (x, y)  - if y<0, player will hop
run.back = -6,-2.5  ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-9.3    ;Neutral jumping velocity (x, y)
jump.back = -3       ;Jump back Speed (x, y)
jump.fwd = 3         ;Jump forward Speed (x, y)
runjump.back = -3.55,-9 ;Running jump speeds (opt)
runjump.fwd = 4,-9      ;.
airjump.neu = 0,-7      ;.
airjump.back = -2.55,-7 ;Air jump speeds (opt)
airjump.fwd = 2.5,-7   ;.

[Movement]
airjump.num = 0    ;Number of air jumps allowed (opt)
airjump.height = 25  ;Minimum distance from ground before you can air jump (opt)
yaccel = .36         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

;---------------------------------------------------------------------------
; Jump Start(short)
[Statedef 2041]
type    = A
physics = A
velset = 0, -6.4
ctrl = 1

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

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

[State 2041, -0.1] ;Holding up?
type = VelSet
trigger1 = Time = 0
trigger1 = command = "holdup"
y = -9.3

[State 2041, 0.1]
type = VelSet
trigger1 = Time = 0
trigger1 = Var(8) = 1
x = 3

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

[State 2041, 0.2]
type = VelSet
trigger1 = Time = 0
trigger1 = Var(8) = -1
x = -3

[State 2041, 0.2b]
type = VelSet
trigger1 = Time = 0
trigger1 = Var(8) = -2
x = -4

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

[State 2041, 1.2] ;Short
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X = 0
trigger1 = command != "holdup"
value = 41

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

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

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


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

[State 100, 1a]
type = PlaySnd
trigger1 = Time = 1
value = 99,0
volume = 0
channel = 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, 3b]
type = StopSnd
trigger1 = command != "holdfwd"
channel = 0

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

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

[State 105, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 106
;---------------------------------------------------------------------------
; Backdash (in the air)
[Statedef 106]
type = A
movetype = I
physics = N
anim = 106
velset = -6,-2.5

[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 = Charmy acena
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

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

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

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

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

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

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

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

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

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

[State 191, 1] ;Intro not yet over
type = AssertSpecial
trigger1 = Time = [0, 65]
flag = intro

[State 191, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1
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 390, SNd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,4

;---------------------------------------------------------------------------
; STAND_LIGHT_JAB
[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
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)
poweradd = 5

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

[State 200, PS2]
type = PlaySnd
trigger1 = Random < 300
trigger1 = Time = 4
value = 1,0
volume = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 10, 1
animtype = Light             
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit
pausetime = 10,10
getpower = 20,10
givepower = 10,5                      
sparkno = 0                   
sparkxy = -12,-20                
hitsound = S2,0
guardsound = 6,0                 
ground.type = High
ground.slidetime = 5            
ground.hittime  = 11          
ground.velocity = -2          
air.velocity = -2,-.55          
air.hittime = 11               

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

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

[State 210, 1] ;Uncomment if you want to play a sound
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,1

[State 210, PS]
type = PlaySnd
trigger1 = Random < 300
trigger1 = AnimElem = 2
value = 1,1
volume = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 20, 1
guardflag = MA
pausetime = 11,11
getpower = 32, 16
givepower = 16, 8
sparkxy = -15,-24
hitsound   = s2,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3.5
air.velocity = -2,-2.2

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

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

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

[State 220, PS]
type = PlaySnd
trigger1 = Random < 300
trigger1 = AnimElem = 2
value = 1,0
volume = 0

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Light
damage    = 10, 1
guardflag = MA
pausetime = 10,10
getpower = 20,10
givepower = 10,5
sparkxy = -8,-13
hitsound   = S2,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2
air.velocity = -2,-0.5
airguard.velocity = -2

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

;---------------------------------------------------------------------------
; STAND_FIERCE_KICK
[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 = AnimElem = 3
value = 0,2

[State 230, PS]
type = PlaySnd
trigger1 = Random < 300
trigger1 = AnimElem = 4
value = 1,1
volume = 0

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Hard
damage    = 15, 1
guardflag = MA
pausetime = 14,14
sparkxy = -9,-22
getpower = 32,16
givepower = 16,8
hitsound   = s2,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -3.75
air.velocity = -3,1.5
airguard.velocity = -3.5,1.8

[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, Vel]
type = VelSet
trigger1 = AnimElem = 4
x = 3.5
y = 0

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

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

[State 240, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = DiagUp
damage = 40, 3
getpower = 25, 12
givepower = 12, 6
guardflag = M
pausetime = 12,12
sparkno = 2
sparkxy = -17,-25
hitsound = S2,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime = 23
ground.velocity = -7,-2
air.velocity = -4,-2
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 = -12,-14
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 = 4
attr = C, NA
animtype = Hard
getpower = 40, 20
givepower = 20, 10
damage = 20, 2
guardflag = M
pausetime = 12,12
sparkno = 2
sparkxy = -11,-17
hitsound = S2,2
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime = 18
ground.velocity = -4,-4
air.velocity = -4,-4

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

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

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

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

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

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

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

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

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

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

[State 430, Vel]
type = VelSet
trigger1 = AnimElem = 3
x = 5

[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 = -24,-6
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 = -11,-32
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 = 4
attr = A, NA
animtype = Hard
getpower = 40, 20
givepower = 20, 10
damage = 20, 2
guardflag = HA
pausetime = 12,12
sparkno = 2
sparkxy = -11,-35
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 = -11,-22
hitsound = S2,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 15
ground.velocity = -4
air.velocity = -1.3,-1

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

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

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

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

[State 630, 3b]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 15, 2
getpower = 30, 15
givepower = 15, 7
guardflag = HA
pausetime = 11,12
sparkno = 2
sparkxy = -18,-20
hitsound   = S2,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 13
ground.hittime  = 18
guard.hittime = 18
guard.ctrltime = 18
ground.velocity = -2
guard.velocity = -3
air.velocity = -2.4,2
airguard.velocity = -3,-3

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

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

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

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

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

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

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

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

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

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

; THROWN_BY_THROW_Y (Effects)
[Statedef 806]
type    = A
movetype= H; Está apanhando!!!
physics = N
velset = 5
anim = ifelse(var(6),10050,5050)

[State 806, 1] ;Gravity
type = VelAdd
Trigger1 = Time >= 0
y = .5

[State 806, 4] ;Hit ground
type = SelfState
trigger1 = AnimTime = 0
value = 5100 ;Hit ground

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

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

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

[State 810, Ground1]
type = PlaySnd
trigger1 = AnimElem = 3
value = F7,1
channel = 2

[State 810, Ground2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,3
channel = 3

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -60

[State 810, 2a]
type = TargetBind
trigger1 = AnimElem = 1
pos = -26,-26

[State 810, 2c]
type = TargetBind
trigger1 = AnimElem = 2
pos = 10,-50

[State 810, 2d]
type = TargetBind
trigger1 = AnimElem = 3
pos = 31,1

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

[State 1062, Shockwave]
type = GameMakeAnim
trigger1 = AnimElem = 3
pos = 31,1
value = 62
ontop = 1

[State 810, Shake]
type = EnvShake
trigger1 = AnimElem = 3
time = 15

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

;---------------------------------------------------------------------------
; SPECIAL_ATTACKS
;---------------------------------------------------------------------------
;Dash Body Attack (mid - start)
[Statedef 1000]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1000
poweradd = 50
velset = 0,0

[State 1000, Sound]
type = PlaySnd
trigger1 = Time = 1
volume = 0
value = 1,1

[State 1000, Sound2]
type = PlaySnd
trigger1 = AnimElem = 3
volume = 0
value = 99,0

[STate 1000, Vel1]
type = VelSet
trigger1 = AnimELem = 2
x = 5.5
y = 0

[State 1000, Vel2]
type = VelAdd
trigger1 = Time >= 8
x = .5

[State 1000, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Hard
damage    = 50, 15
guardflag = MA
pausetime = 10,10
getpower = 20, 10
givepower = 10, 5
sparkxy = -8,-14
hitsound   = s2,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 20
ground.velocity = -8.5 
air.velocity = -5,-2.2

[State 1000, end!!]
type = ChangeState
trigger1 = Time >= 15
trigger2 = MoveHit = 1
value = 1001
ctrl = 0
;---------------------------------------------------------------------------
; Dash Body Attack (any - end)
[Statedef 1001]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1001
velset = 0,0

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

;---------------------------------------------------------------------------
;Dash Body Attack (far - start)
[Statedef 1010]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1000
poweradd = 100
velset = 0,0

[State 1000, Sound]
type = PlaySnd
trigger1 = Time = 1
volume = 0
value = 1,2

[State 1000, Sound2]
type = PlaySnd
trigger1 = AnimElem = 3
volume = 0
value = 99,0

[STate 1000, Vel1]
type = VelSet
trigger1 = AnimELem = 2
x = 7.5
y = 0

[State 1000, Vel2]
type = VelAdd
trigger1 = Time >= 8
x = .6

[State 1000, 2a]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Medium
damage    = 12, 3
guardflag = MA
pausetime = 6,6
getpower = 10, 5
givepower = 5, 3
sparkxy = -8,-14
hitsound   = s2,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 8
ground.velocity = .5
air.velocity = -.5,0

[State 1000, 2b]
type = HitDef
trigger1 = AniMelem = 4
attr = S, SA
animtype  = Hard
damage    = 16, 4
guardflag = MA
pausetime = 8,8
getpower = 20, 10
givepower = 10, 5
sparkxy = -8,-14
hitsound   = s2,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = .5
air.velocity = -.5,0

[State 1000, 2c]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Heavy
damage    = 30, 12
guardflag = MA
pausetime = 15,15
getpower = 32, 16
givepower = 16, 8
sparkxy = -8,-14
hitsound   = s2,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 20
ground.velocity = -12
air.velocity = -9,-3.2
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1

[State 1000, end!!]
type = ChangeState
trigger1 = Time >= 18
trigger2 = MoveHit = 1
trigger2 = AnimElem = 5, 7
value = 1001
ctrl = 0
;---------------------------------------------------------------------------
; DRILL UPPER CUT (weak - ground)
[Statedef 1020]
type = S
movetype = A
physics = S
juggle = 4
ctrl = 0
anim = 1020
poweradd = 50

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

[State 1020, 1]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
x = 2

[State 1020, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1021

;------------------------------------------------------------------------
; DRILL UPPER CUT (weak - air)
[Statedef 1021]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1021

[State 1021, Pos]
type = PosSet
trigger1 = Time = 0
y = -0.1

[State 1021, Pos]
type = PosAdd
trigger1 = Time = 0
y = -10

[State 1021, Vel]
type = VelSet
trigger1 = Time = 1
x = 2
y = -5

[State 1021, Brake]
type = VelAdd
trigger1 = Time >= 8
x = -.4

[State 1021, Brake Finish]
type = VelSet
trigger1 = Vel X <= 0
x = 0

[State 1021, Gravity]
type = VelAdd
trigger1 = Time >= 6
y = .5

[State 1021,Attack]
type = PlaySnd
trigger1 = AnimElem = 1
volume = 0
value = 1020,2

[State 1021, Hit]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 50, 7
animtype = Medium
getpower = 10, 5
givepower = 5, 2
guardflag = MA
pausetime = 12,12
sparkxy = -13,-19
hitsound = S1020,1
guardsound = S1020,3
ground.type = High
ground.slidetime = 13
ground.hittime = 20
ground.velocity = -3,-5
guard.velocity = -3
air.velocity = -2.3,-5
palfx.time = 12
palfx.add = 255, 255, 255
palfx.mul = 255, 255, 255
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
air.juggle = 15

[State 1021, Hit]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = MoveContact = 0
attr = A, SA
damage = 50, 7
animtype = Medium
getpower = 10, 5
givepower = 5, 2
guardflag = MA
pausetime = 12,12
sparkno = 11
sparkxy = -13,-39
hitsound = S1020,1
guardsound = S1020,3
ground.type = High
ground.slidetime = 13
ground.hittime = 20
ground.velocity = -3,-5
guard.velocity = -3
air.velocity = -2.3,-5
palfx.time = 15
palfx.add = 255, 0,0
palfx.mul = 255, 0,0
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
air.juggle = 15

[State 1021, TransState]
type = ChangeAnim
trigger1 = AnimTime >= 21
value = 1022

[State 1021, end]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1
;---------------------------------------------------------------------------
; DRILL UPPER CUT (strong - ground)
[Statedef 1030]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1020
poweradd = 100

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

[State 1030, 1]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
x = 3     

[State 1030, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1031

;------------------------------------------------------------------------
; DRILL UPPER CUT (strong - air)
[Statedef 1031]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1021

[State 1031, Pos]
type = PosSet
trigger1 = Time = 0
y = -0.1

[State 1031, Pos]
type = PosAdd
trigger1 = Time = 0
y = -10

[State 1031, Vel]
type = VelSet
trigger1 = Time = 1
x = 7
y = -7

[State 1031, Brake]
type = VelAdd
trigger1 = Time >= 2
x = -1

[State 1031, Brake Finish]
type = VelSet
trigger1 = Vel X <= 0
x = 0

[State 1031, Gravity]
type = VelAdd
trigger1 = Time >= 6
y = .5

[State 1031,Attack]
type = PlaySnd
trigger1 = AnimElem = 1
volume = 0
value = 1020,2

[State 1031, Hit_1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 30,6
animtype = Hard
getpower = 10, 5
givepower = 5, 2
guardflag = MA
pausetime = 10,10
sparkno = 10
sparkxy = -13,-19
hitsound = S1020,0
guardsound = S1020,3
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = 1,-7
guard.velocity = -3
air.velocity = 1,-7
palfx.time = 8
palfx.add = 255, 0,0
palfx.mul = 255, 0,0

[State 1031, Hit_2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 30,6
animtype = Hard
getpower = 10, 5
givepower = 5, 2
guardflag = MA
pausetime = 15,15
sparkno = 11
sparkxy = -13,-39
hitsound = S1020,1
guardsound = S1020,3
ground.type = High
ground.slidetime = 20
ground.hittime = 22
ground.velocity = -3,-5
guard.velocity = -3
air.velocity = -2.3,-5
palfx.time = 12
palfx.add = 255, 0,0
palfx.mul = 255, 0,0
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
air.juggle = 15

[State 1031, TransState]
type = ChangeAnim
trigger1 = AnimTime >= 25
value = 1022

[State 1031, end]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1
;---------------------------------------------------------------------------
; CHARMY RING THROW SLOW
[Statedef 1040]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1040
poweradd = 50

[State 1040, Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,1
channel = 0

[State 1040, Sound2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1040,0
channel = 1

[State 1040, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 1041
pos = 23,-25
sprpriority = 4
removetime = 9
removeongethit = 1
ontop = 1

[State 1040, Ken]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1042
projhitanim = 1043
projremanim = 1043
projcancelanim = 1043
projshadow = -1
projpriority = 2
projremovetime = 75
projid = 1040
velocity = 3
offset = 31,-23
attr = S, SP
damage = 23,6
animtype = Hard
getpower = 25,12
givepower = 12,6
guardflag = MA
hitflag = MAF
pausetime = 0,10
hitsound = S1040,1
volume = 0
sparkno = -1
sparkxy = 0,0
guardsound = S1020,3
ground.type = Low
ground.slidetime = 1
ground.hittime = 10
ground.velocity = -4.75
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2
palfx.time = 10
palfx.add = 96,32,128
palfx.mul = 100,100,100

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

;---------------------------------------------------------------------------
; CHARMY RING THROW FAST
[Statedef 1050]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1040
poweradd = 75

[State 1040, Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,1
channel = 0

[State 1040, Sound2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1040,0
channel = 1

[State 1040, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 1041
pos = 23,-25
sprpriority = 4
removetime = 9
removeongethit = 1
ontop = 1

[State 1040, Ken]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1050
projhitanim = 1043
projremanim = 1043
projcancelanim = 1043
projshadow = -1
projpriority = 2
projremovetime = 60
projid = 1040
velocity = 6
offset = 31,-23
attr = S, SP
damage = 34,9
animtype = Hard
getpower = 25,12
givepower = 12,6
guardflag = MA
hitflag = MAF
pausetime = 0,15
hitsound = S1040,1
volume = 0
sparkno = -1
sparkxy = 0,0
guardsound = S1020,3
ground.type = Low
ground.slidetime = 1
ground.hittime = 15
ground.velocity = -7.5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2
palfx.time = 15
palfx.add = 96,32,128
palfx.mul = 100,100,100

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

;-------------------------------------------------------------------
; BUZZ DIVE ATTACK (light)
[Statedef 1070]
type    = A
movetype= A
juggle  = 4
poweradd= 50
anim = 1070
velset = 0,0
ctrl = 0

[State 1070, Freeze]
type = PosFreeze
trigger1 = Time = 0
time = 12

[State 1070, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,0
volume = 0

[State 1080, 1b]
type = PlaySnd
trigger1 = AnimElem = 3
value = 99,0
volume = 0

[State 1080, 2]
type = VelSet
trigger1 = AnimElem = 4
x = 1.5
y = 7.5

[State 1080, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
animtype  = Medium
damage    = 50, 8
getpower = 20,10
givepower = 10,5
priority  = 7
guardflag = MA
pausetime = 10,10
sparkxy = -12,-14
hitsound   = S2,3
guardsound = S1020,3
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6
air.velocity = -6,-.2
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
fall.recover = 1

[State 1080, 4]
type = ChangeState
trigger1 = MoveHit = 1
trigger2 = MoveGuarded = 1
value = 1071
ctrl = 0

[State 1080, 5] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 52
ctrl = 1

;--------------------------------------------------------------------
; BUZZ DIVE ATTACK (Jumping)
[Statedef 1071]
type = A
movetype = I
physics = A
juggle = 0
ctrl = 0
anim = 43

[State 1082, 1]
type = PosFreeze
trigger1 = Time = 0
time = 1

[State 1082, 1]
type = VelSet
trigger1 = Time = 1
x = -3.25
y = -7.75

[State 1082, 1]
type = VelAdd
trigger1 = Time >= 12
y = .3

[State 1082, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 1

;-------------------------------------------------------------------
; BUZZ DIVE ATTACK (hard)
[Statedef 1080]
type    = A
movetype= A
juggle  = 4
poweradd= 75
anim = 1080
velset = 0,0
ctrl = 0

[State 1080, Freeze]
type = PosFreeze
trigger1 = Time = 0
time = 12

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

[State 1080, 1b]
type = PlaySnd
trigger1 = AnimElem = 3
value = 99,0
volume = 0

[State 1080, 2]
type = VelSet
trigger1 = AnimElem = 4
x = 10
y = 7.5

[State 1080, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
animtype  = Medium
damage    = 50, 8
getpower = 20,10
givepower = 10,5
priority  = 7
guardflag = MA
pausetime = 10,10
sparkxy = -9,-19
hitsound   = S2,3
guardsound = S1020,3
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -7
air.velocity = -7,-.9
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
fall.recover = 1

[State 1080, 4]
type = ChangeState
trigger1 = MoveHit = 1
trigger2 = MoveGuarded = 1
value = 1071
ctrl = 0

[State 1080, 5] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 52
ctrl = 1

;--------------------------------------------------------------------
; HYPER MOTIONS
;---------------------------------------------------------------------------
; TWIST UPPER CUT (DM - ground)
[Statedef 3000]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3000
poweradd = -1000

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 0
pos = 4,-8
time = 45
anim = 100

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

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

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,12]
time = 2

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

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

[State 1030, 1]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
x = 3     

[State 1030, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001

;------------------------------------------------------------------------
; TWIST UPPER CUT (DM - air)
[Statedef 3001]
type = A
movetype = A
physics = N
ctrl = 0
anim = 3001

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

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,60]
time = 2

[State 3001, Pos]
type = PosSet
trigger1 = Time = 0
y = -0.1

[State 3001, Pos2]
type = PosAdd
trigger1 = Time = 0
y = -10

[State 3001, Vel]
type = VelSet
trigger1 = Time = 1
x = 0
y = -9

[State 3001, Gravity]
type = VelAdd
trigger1 = Time >= 6
y = .5

[State 3001, Attack]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
volume = 0
value = 1020,2

[State 1031, Hit_1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
damage = 30,6
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 10
sparkxy = -17,-32
hitsound = S1020,0
guardsound = S1020,3
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-10
guard.velocity = -3
air.velocity = .6,-10
palfx.time = 8
palfx.add = 255, 0,0
palfx.mul = 255, 0,0

[State 1031, Hit_2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, HA
damage = 30,6
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 10
sparkxy = -17,-32
hitsound = S1020,0
guardsound = S1020,3
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-10
guard.velocity = -3
air.velocity = .6,-10
palfx.time = 8
palfx.add = 255, 0,0
palfx.mul = 255, 0,0

[State 1031, Hit_3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
damage = 30,6
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 10
sparkxy = -17,-32
hitsound = S1020,0
guardsound = S1020,3
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-9
guard.velocity = -3
air.velocity = .6,-9
palfx.time = 8
palfx.add = 255, 0,0
palfx.mul = 255, 0,0

[State 1031, Hit_4]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
damage = 30,6
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 10
sparkxy = -17,-32
hitsound = S1020,0
guardsound = S1020,3
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-8
guard.velocity = -3
air.velocity = .6,-8
palfx.time = 8
palfx.add = 255, 0,0
palfx.mul = 255, 0,0

[State 1031, Hit_5]
type = HitDef
trigger1 = AnimElem = 6
attr = A, HA
damage = 30,6
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 10
sparkxy = -17,-32
hitsound = S1020,0
guardsound = S1020,3
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-7
guard.velocity = -3
air.velocity = .6,-7
palfx.time = 8
palfx.add = 255, 0,0
palfx.mul = 255, 0,0

[State 1031, Hit_6]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
damage = 30,6
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 10
sparkxy = -17,-32
hitsound = S1020,0
guardsound = S1020,3
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-6
guard.velocity = -3
air.velocity = .6,-6
palfx.time = 8
palfx.add = 255, 0,0
palfx.mul = 255, 0,0

[State 1031, Hit_7]
type = HitDef
trigger1 = AnimElem = 9
attr = A, HA
damage = 30,6
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 10
sparkxy = -17,-32
hitsound = S1020,0
guardsound = S1020,3
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-6
guard.velocity = -3
air.velocity = .6,-6
palfx.time = 8
palfx.add = 255, 0,0
palfx.mul = 255, 0,0

[State 1031, Hit_8]
type = HitDef
trigger1 = AnimElem = 10
attr = A, HA
damage = 40,6
animtype = Hard
getpower = 0, 10
givepower = 0, 5
guardflag = MA
pausetime = 15,15
sparkno = 11
sparkxy = -17,-32
hitsound = S1020,1
guardsound = S1020,3
ground.type = High
ground.slidetime = 20
ground.hittime = 22
ground.velocity = -3,-5
guard.velocity = -3
air.velocity = -2.3,-5
palfx.time = 12
palfx.add = 255, 0,0
palfx.mul = 255, 0,0
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
air.juggle = 15

[State 3001, TransState]
type = ChangeAnim
trigger1 = Time = 36
value = 1022

[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 3001, end]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; TWIST UPPER CUT (SDM - ground)
[Statedef 3010]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3000
poweradd = -2000

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 0
pos = 4,-8
time = 45
anim = 101

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

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

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,12]
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 1030, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2
volume = 0
channel = 0

[State 1030, 1]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
x = 3     

[State 1030, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3011

;------------------------------------------------------------------------
; TWIST UPPER CUT (SDM - air)
[Statedef 3011]
type = A
movetype = A
physics = N
ctrl = 0
anim = 3011

[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 = [2,80]
time = 2

[State 3001, Pos]
type = PosSet
trigger1 = Time = 0
y = -0.1

[State 3001, Pos]
type = PosAdd
trigger1 = Time = 0
y = -10

[State 3001, Vel]
type = VelSet
trigger1 = Time = 1
x = 0
y = -4

[State 3001, Gravity]
type = VelAdd
trigger1 = Time >= 32
y = .3

[State 3001,Attack]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
trigger5 = AnimElem = 17
volume = 0
value = 1020,2

[State 1031, Hit_1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
damage = 21,6
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 10
sparkxy = -17,-32
hitsound = S1020,0
guardsound = S1020,3
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-10
guard.velocity = -3
air.velocity = .6,-10
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, HA
damage = 21,6
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 10
sparkxy = -17,-32
hitsound = S1020,0
guardsound = S1020,3
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-10
guard.velocity = -3
air.velocity = .6,-10
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
damage = 21,6
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 10
sparkxy = -17,-32
hitsound = S1020,0
guardsound = S1020,3
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-9
guard.velocity = -3
air.velocity = .6,-9
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_4]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
damage = 21,6
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 10
sparkxy = -17,-32
hitsound = S1020,0
guardsound = S1020,3
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-7
guard.velocity = -3
air.velocity = .6,-7
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_5]
type = HitDef
trigger1 = AnimElem = 6
attr = A, HA
damage = 21,6
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 10
sparkxy = -17,-32
hitsound = S1020,0
guardsound = S1020,3
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-6
guard.velocity = -3
air.velocity = .6,-6
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_6]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
damage = 21,6
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 10
sparkxy = -17,-32
hitsound = S1020,0
guardsound = S1020,3
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .3,-3
guard.velocity = -3
air.velocity = .3,-3
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_7]
type = HitDef
trigger1 = AnimElem = 9
attr = A, HA
damage = 21,6
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 10
sparkxy = -17,-32
hitsound = S1020,0
guardsound = S1020,3
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .3,-3
guard.velocity = -3
air.velocity = .3,-3
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_8]
type = HitDef
trigger1 = AnimElem = 10
attr = A, HA
damage = 21,6
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 10
sparkxy = -17,-32
hitsound = S1020,0
guardsound = S1020,3
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .3,-2
guard.velocity = -3
air.velocity = .3,-2
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_9]
type = HitDef
trigger1 = AnimElem = 11
attr = A, HA
damage = 21,6
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 10
sparkxy = -17,-32
hitsound = S1020,0
guardsound = S1020,3
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .3,-2
guard.velocity = -3
air.velocity = .3,-2
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_10]
type = HitDef
trigger1 = AnimElem = 13
attr = A, HA
damage = 21,6
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 10
sparkxy = -17,-32
hitsound = S1020,0
guardsound = S1020,3
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .3,-2
guard.velocity = -3
air.velocity = .3,-2
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_11]
type = HitDef
trigger1 = AnimElem = 14
attr = A, HA
damage = 21,6
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 10
sparkxy = -17,-32
hitsound = S1020,0
guardsound = S1020,3
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .3,-2
guard.velocity = -3
air.velocity = .3,-2
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_12]
type = HitDef
trigger1 = AnimElem = 15
attr = A, HA
damage = 21,6
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 10
sparkxy = -17,-32
hitsound = S1020,0
guardsound = S1020,3
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .3,-2
guard.velocity = -3
air.velocity = .3,-2
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_13]
type = HitDef
trigger1 = AnimElem = 17
attr = A, HA
damage = 21,6
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 10
sparkxy = -17,-32
hitsound = S1020,0
guardsound = S1020,3
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .3,-2
guard.velocity = -3
air.velocity = .3,-2
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_8]
type = HitDef
trigger1 = AnimElem = 18
attr = A, HA
damage = 100,20
animtype = Hard
getpower = 0, 10
givepower = 0, 5
guardflag = MA
pausetime = 15,15
sparkno = 11
sparkxy = -17,-32
hitsound = S1020,1
guardsound = S1020,3
ground.type = High
ground.slidetime = 20
ground.hittime = 22
ground.velocity = -3,-5
guard.velocity = -3
air.velocity = -2.3,-5
palfx.time = 12
palfx.add = 255, 255,255
palfx.mul = 255, 255,255
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
air.juggle = 15

[State 3001, TransState]
type = ChangeAnim
trigger1 = Time = 60
value = 1022

[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 3001, end]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;-------------------------------------------------------------------
; CHARMY DASH (DM)
[Statedef 3020]
type    = S
movetype= A
juggle  = 4
poweradd= -1000
anim = 3020
velset = 0,0
ctrl = 0

[State 3020, Super A]
type = SuperPause
trigger1 = Time = 0
pos = 4,-22
anim = 100

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

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

[State 3020, Super E]
type = AfterImageTime
trigger1 = Time = [2,72]
time = 2

[State 3020, Super F] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 1
value = , NA, SA, AT
time = 42

[State 3020, Shake]
type = EnvShake
trigger1 = Time = 2
time = 42

[State 1070, 1]
type = PlaySnd
trigger1 = Time = 6
value = 1,0
volume = 0

[State 1080, 1b]
type = PlaySnd
trigger1 = AnimElem = 3
value = 99,0
volume = 0

[State 1080, 2]
type = VelSet
trigger1 = AnimElem = 4
x = 12

[State 3000, Hit]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage    = 250,150
animtype = Heavy
getpower = 0, 20
givepower = 0, 10
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 20,20
sparkno = 2
sparkxy = -12,-23
hitsound = S3020,0
guardsound = S1020,3
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
guard.velocity = -6
ground.velocity = -6,-8
airguard.velocity = -6,-8
air.velocity = -6,-8
fall = ifelse(p2name = "Mercedes Benz",0, 1)
fall.recover = 0
palfx.time = 20
palfx.add = 255,0,0
palfx.mul = 255,0,0
envshake.time = 20
fall.envshake.time = 15

[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 1080, 4]
type = ChangeState
trigger1 = MoveHit = 1
trigger2 = MoveGuarded = 1
value = 3021
ctrl = 0

[State 1080, 5] ;Hit ground
type = ChangeState
trigger1 = AnimElem = 4, 18
value = 52
ctrl = 1

;--------------------------------------------------------------------
; CHARMY DASH (DM - Jumping)
[Statedef 3021]
type = A
movetype = I
physics = A
juggle = 0
ctrl = 0
anim = 43

[State 3020, Super E]
type = AfterImageTime
trigger1 = Time = [2,72]
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 1082, 1]
type = PosAdd
trigger1 = Time = 0
y = -0.01

[State 1082, 1]
type = VelSet
trigger1 = Time = 1
x = -3.25
y = -7.75

[State 1082, 1]
type = VelAdd
trigger1 = Time >= 12
y = .3

[State 1082, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 1

;-------------------------------------------------------------------
; CHARMY DASH (SDM)
[Statedef 3030]
type    = S
movetype= A
juggle  = 4
poweradd= -2000
anim = 3020
velset = 0,0
ctrl = 0

[State 3020, Super A]
type = SuperPause
trigger1 = Time = 0
pos = 4,-22
anim = 101

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

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

[State 3020, Super E]
type = AfterImageTime
trigger1 = Time = [2,72]
time = 2

[State 3020, Super F] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 1
value = , NA, SA, AT
time = 42

[State 3020, Shake]
type = EnvShake
trigger1 = Time = 2
freq = 120
time = 42

[State 3030, Bright1]
type = PalFX
trigger1 = Time = 10
trigger2 = Time = 20
trigger3 = Time = 25
trigger4 = Time = 30
trigger5 = Time = 33
trigger6 = Time = 36
trigger7 = Time = 38
time = 3
add = 255,255,255
mul = 255,255,255

[State 3030, Bright2]
type = PalFX
trigger1 = Time = 40
time = 5
add = 255,255,255
mul = 255,255,255

[State 1070, 1]
type = PlaySnd
trigger1 = Time = 6
value = 1,2
volume = 0

[State 1080, 1b]
type = PlaySnd
trigger1 = AnimElem = 3
value = 99,0
volume = 0

[State 1080, 2]
type = VelSet
trigger1 = AnimElem = 4
x = 18

[State 3000, Hit]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage    = 400,300
animtype = Heavy
getpower = 0, 20
givepower = 0, 10
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 30,30
sparkno = 2
sparkxy = -12,-23
hitsound = S3020,0
guardsound = S1020,3
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
guard.velocity = -6
ground.velocity = -9,-16
airguard.velocity = -9,-16
air.velocity = -9,-16
fall = ifelse(p2name = "Mercedes Benz",0, 1)
fall.recover = 0
palfx.time = 30
palfx.add = 255,255,255
palfx.mul = 255,255,255
envshake.time = 30
envshake.freq = 120
fall.envshake.time = 15

[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 1080, 4]
type = ChangeState
trigger1 = MoveHit = 1
trigger2 = MoveGuarded = 1
value = 3031
ctrl = 0

[State 1080, 5] ;Hit ground
type = ChangeState
trigger1 = AnimElem = 4, 20
value = 52
ctrl = 1

;--------------------------------------------------------------------
; CHARMY DASH (SDM - Jumping)
[Statedef 3031]
type = A
movetype = I
physics = A
juggle = 0
ctrl = 0
anim = 43

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

[State 3020, Super E]
type = AfterImageTime
trigger1 = Time = [2,72]
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 1082, 1]
type = PosAdd
trigger1 = Time = 0
y = -0.01

[State 1082, 1]
type = VelSet
trigger1 = Time = 1
x = -3.25
y = -7.75

[State 1082, 1]
type = VelAdd
trigger1 = Time >= 12
y = .3

[State 1082, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State -2, 4]
type = PalFX
triggerall = Var(5) = 1
triggerall = Movetype != H
trigger1 = TimeMod = 60,0
add = 96,32,128
mul = 96,32,128
time = 3

[State -2, 6]
type = PlaySnd
trigger1 = Time = 1
trigger1 = stateno = 52
value = 52,0

[State -2, 7]
type = PlaySnd
triggerall = Random < 300
triggerall = Time = 1
trigger1 = anim = 5000
trigger2 = anim = 5010
trigger3 = anim = 5020
value = 5000, 0

[State -2, 8]
type = PlaySnd
triggerall = Random < 300
triggerall = Time = 1
trigger1 = anim = 5001
trigger2 = anim = 5011
trigger3 = anim = 5021
value = 5000, 1

[State -2, 9]
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

;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, 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, 10019])
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(1040) = 1
;trigger3 = (stateno = [10020, 10049])
var(42) = 2

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

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

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

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

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

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

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