; Mighty's constants.
; Var(5) = Variável de cansaço
; Var(6) = Variável da forma Normal / Chou
; Var(7) = Variável de invencibilidade de alguns golpes
; Var(9) = Variável de Intro
; Var(10) = Variável de Poses de vitória
; Format (case insensitive):
;  [groupname]        
;  constname = value  

[Data]
life = 1000          ;Amount of life to start with
attack = 110         ;100% attack power (more is stronger)
defence = 108        ;100% defensive power (more is stronger)
fall.defence_up = 60 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 70    ;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)
IntPersistIndex = 5 ; If Mighty is in form "Chou", then in 2 Round he yet will Mighty "Chou"

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 14     ;Player width (back, ground)
ground.front = 15    ;Player width (front, ground)
air.back = 14        ;Player width (back, air)
air.front = 14       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
height = 60
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too   
head.pos = 0, -60
mid.pos = 0, -30

; São dados do Mighty na forma normal mas termos de velocidade já
; estão editados no common de Mighty, tanto na forma Normal como na Chou!!!
[Velocity]
walk.fwd = 2 
walk.back = -1.9 
run.fwd = 4, 0 
run.back = -4,-4.5
jump.neu = 0, -10
jump.back = -2.7,-9.8 
jump.fwd = 2.65,-9.8 
runjump.back = -3,-9.8 ;Running jump speeds (opt)
runjump.fwd = 3,-9.8      ;.
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 = 20  ;Minimum distance from ground before you can air jump (opt)
yaccel = .64         ;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 = ?
; ...
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 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 = -10.8

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

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

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

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

[State 2041, 1.1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X = 0
trigger1 = command = "holdup"
value = ifelse(var(6),6041,41)

[State 2041, 1.2] ;Short
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X = 0
trigger1 = command != "holdup"
value = ifelse(var(6),6041,41)

[State 2041, 2.1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X > 0
trigger1 = command = "holdup"
value = ifelse(var(6),6042,42)

[State 2041, 2.2] ;Short
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X > 0
trigger1 = command != "holdup"
value = ifelse(var(6),6048,48)

[State 2041, 3.1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X < 0
trigger1 = command = "holdup"
value = ifelse(var(6),6043,43)

[State 2041, 3.2] ;Short
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X < 0
trigger1 = command != "holdup"
value = ifelse(var(6),6048,48)

;---------------------------------------------------------------
; 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
ctrl = 0

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

[State 180, 2]
type = ChangeState
trigger1 = Var(1) = [ 0, 50]
value = 181

[State 180, 3]
type = ChangeState
trigger1 = Var(1) = [ 51, 100]
value = 182

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

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

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

[State 182, Scream]
type = PlaySnd
trigger1 = AnimElem = 2
volume = 0
value = 210,0

[State 182, Muscles are grown]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 9
trigger4 = AnimElem = 12
volume = 0
value = 3001,1

[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, Wind]
type = PlaySnd
trigger1 = AnimElem = 2
value = 390,0
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, 0]
type = PlaySnd
trigger1 = Animelem = 2
value = 390,0
volume = 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

;---------------------------------------------------------------------------
; STAND_FIERCE_PUNCH
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20

[State 200, Sound]
type = PlaySnd
trigger1 = AnimELem = 2
volume = 0
value = 0,2

[State 200, Sound2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 500
value = 200,0

[State 200, 1a]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 10,1                
animtype = Medium                 
getpower = 20,10
givepower = 10,5                                                  
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 12,20                                       
sparkno = 1                   
sparkxy = -17,-26
hitsound = S1,2
guardsound = S2,0                 
ground.type = High                 
ground.slidetime = 20             
ground.hittime  = 23             
ground.velocity = -4.3             
guard.velocity = -3                          
airguard.velocity = -3.3,-1.5                         
air.velocity = -1.3,-3                           

[State 200, 1b]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     
damage    = 10,1                 
animtype = Medium                 
getpower = 20,10
givepower = 10,5                                                  
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 12,14                                        
sparkno = 1                   
sparkxy = -19,-26
hitsound = S1,2
guardsound = S2,0                 
ground.type = High                 
ground.slidetime = 14             
ground.hittime  = 17             
ground.velocity = -4.3            
guard.velocity = -3                          
airguard.velocity = -3.3,-1.5                         
air.velocity = -1.3,-3           

[State 200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_CRUSH_PUNCH
[Statedef 201]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 201
poweradd = 40

[State 201, Sound]
type = PlaySnd
trigger1 = AnimELem = 2
volume = 0
value = 0,3

[State 201, 1a]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 20,4
animtype = Hard                
getpower = 40,20
givepower = 20,10
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 5, 15
sparkno = 1                   
sparkxy = 7,-18                
hitsound = S1,4
guardsound = S2,0                 
ground.type = High                 
ground.slidetime = 15            
ground.hittime  = 20             
ground.velocity = -4.3             
guard.velocity = -3                          
airguard.velocity = -3.3,-1.5                         
air.velocity = -1.3,-3                           


[State 201, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_SLOW_PUNCH
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 210
poweradd = 30

[State 210, Sound]
type = PlaySnd
trigger1 = AnimElem = 2
volume = 0
value = 0,2

[State 200, Sound2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 500
value = 210,0

[State 210, 1a]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 20,2                  
animtype = Hard                 
getpower = 30,15
givepower = 15,7                                                  
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 24,40 
sparkno = 2                   
sparkxy = -6,-35
hitsound = S1,4
guardsound = S2,0                 
ground.type = Low                 
ground.slidetime = 40             
ground.hittime  = 44             
ground.velocity = -6.3             
guard.velocity = -5                          
airguard.velocity = -6.3,-3.5                         
air.velocity = -3.3,-3                           

[State 210, 1b]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     
damage    = 20,2                  
animtype = Hard                 
getpower = 30,15
givepower = 15,7                                                  
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 40,18 
sparkno = 2                   
sparkxy = -17,-38
hitsound = S1,4
guardsound = S2,0                 
ground.type = Low               
ground.slidetime = 36             
ground.hittime  = 46             
ground.velocity = -6.3             
guard.velocity = -5                          
airguard.velocity = -6.3,-3.5                         
air.velocity = -3.3,-3                           

[State 200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_SUPER_PUNCH
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 11
velset = 0,0
ctrl = 0
anim = 211
poweradd = 60

[State 211, Sound]
type = PlaySnd
trigger1 = AnimElem = 3
volume = 0
value = 0,3

[State 211, 1b]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     
damage    = 40,6
animtype = Hard                 
getpower = 50, 25
givepower = 25, 12                                                  
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 12, 22
sparkno = 2                   
sparkxy = 7,-18                
hitsound = S1,4
guardsound = S2,0                 
ground.type = Low               
ground.slidetime = 22             
ground.hittime  = 32            
ground.velocity = -6.3             
guard.velocity = -7                          
airguard.velocity = -7,-5
air.velocity = -7,-5

[State 211, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 220, Sound]
type = PlaySnd
trigger1 = AnimElem = 2
volume = 0
value = 0,2

[State 200, Sound2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 500
value = 200,0

[State 220, 1a]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 10,1                  
animtype = Medium                 
getpower = 20,10
givepower = 10,5                                                  
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 12,20                                       
sparkno = 1                   
sparkxy = -8,-24
hitsound = S1,2
guardsound = S2,0                 
ground.type = High                 
ground.slidetime = 20             
ground.hittime  = 23             
ground.velocity = -4.3             
guard.velocity = -3                          
airguard.velocity = -3.3,-1.5                         
air.velocity = -1.3,-3                           

[State 220, 1b]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     
damage    = 10,1                
animtype = Medium                 
getpower = 20,10
givepower = 10,5                                                  
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 12,14                                       
sparkno = 1                   
sparkxy = -10,-26
hitsound = S1,2
guardsound = S2,0                 
ground.type = High                 
ground.slidetime = 14             
ground.hittime  = 17             
ground.velocity = -4.3            
guard.velocity = -3                          
airguard.velocity = -3.3,-1.5                         
air.velocity = -1.3,-3           

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

;---------------------------------------------------------------------------
; STAND_CRUSH_KICK
[Statedef 221]
type    = S
movetype= A
physics = S
juggle  = 9
velset = 0,0
ctrl = 0
anim = 221
poweradd = 40

[State 221, Sound]
type = PlaySnd
trigger1 = AnimELem = 3
volume = 0
value = 0,3

[State 221, 1a]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     
damage    = 20,4
animtype = Hard                
getpower = 40,20
givepower = 20,10
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 5, 15
sparkno = 1                   
sparkxy = 7,-18                
hitsound = S1,4
guardsound = S2,0                 
ground.type = High                 
ground.slidetime = 15            
ground.hittime  = 20             
ground.velocity = -4.3             
guard.velocity = -3                          
airguard.velocity = -3.3,-1.5                         
air.velocity = -1.3,-3                           


[State 221, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_SLOW_KICK
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 230
poweradd = 30

[State 230, Sound]
type = PlaySnd
trigger1 = AnimElem = 2
volume = 0
value = 0,2

[State 200, Sound2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 500
value = 210,0

[State 230, 1a]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 15,2                   
animtype = Hard                 
getpower = 30,15
givepower = 15,7                                                  
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 24,40 
sparkno = 2                   
sparkxy = -20,-28
hitsound = S1,4
guardsound = S2,0                 
ground.type = Low                 
ground.slidetime = 40             
ground.hittime  = 44             
ground.velocity = -6.3             
guard.velocity = -5                          
airguard.velocity = -6.3,-3.5                         
air.velocity = -3.3,-3                           

[State 230, 1b]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     
damage    = 15,2                 
animtype = Hard                 
getpower = 30,15
givepower = 15,7                                                  
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 40,18 
sparkno = 2                   
sparkxy = -47,-35
hitsound = S1,4
guardsound = S2,0                 
ground.type = Low               
ground.slidetime = 36             
ground.hittime  = 46             
ground.velocity = -6.3             
guard.velocity = -5                          
airguard.velocity = -6.3,-3.5                         
air.velocity = -3.3,-3                           

[State 230, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_SUPER_KICK
[Statedef 231]
type    = S
movetype= A
physics = S
juggle  = 11
velset = 0,0
ctrl = 0
anim = 231
poweradd = 60

[State 231, Sound]
type = PlaySnd
trigger1 = AnimElem = 3
volume = 0
value = 0,3

[State 231, 1b]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     
damage    = 32,6
animtype = Hard                 
getpower = 50, 25
givepower = 25, 12                                                  
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 12, 22
sparkno = 2                   
sparkxy = 7,-18                
hitsound = S1,4
guardsound = S2,0                 
ground.type = Low               
ground.slidetime = 22             
ground.hittime  = 32            
ground.velocity = -6.3             
guard.velocity = -7                          
airguard.velocity = -7,-5
air.velocity = -7,-5

[State 231, 2]
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, Pos]
type = PosAdd
trigger1 = AnimElem = 3
x = 10

[State 240, Pos]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 4
x = 6

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 2

[State 240, 2]
type = PlaySnd
trigger1 = Random < 200
trigger1 = AnimElem = 3
value = 1000,0

[State 240, 4]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype = DiagUp
damage = 50, 8
getpower = 25, 12
givepower = 12, 6
guardflag = M
pausetime = 12,12
sparkno = 2
sparkxy = -27,-24
hitsound = S1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime = 23
ground.velocity = -5,-3
air.velocity = -3.5,-3
fall = ifelse(p2name = "Mercedes Benz",0, 1)

[State 241, Change]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Stand Dodge
[Statedef 254]
type = S
physics = S
ctrl = 0
velset = 0,0
anim = 254

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

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

[State 254, 2]
type = PlaySnd
trigger1 = Time = 1
value = 200,0

[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 = S
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 = 8
value = SCA, AT

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

[State 255, 4]
type = VelSet
trigger1 = AnimElem = 2
x = 7

[State 255, 4b]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 255, 1]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = Animelem = 5
x = 5

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

[State 255, 4]
type = PlayerPush
trigger1 = Time >= 0
trigger1 = AnimElem = 7
value = 0

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

;---------------------------------------------------------------------------
; Backward Dodge
[Statedef 256]
type = S
physics = S
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 = 8
value = SCA, AT

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

[State 255, 4]
type = VelSet
trigger1 = AnimElem = 2
x = -6

[State 255, 4b]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 255, 1]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
x = -5

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

[State 255, 4]
type = PlayerPush
trigger1 = Time >= 0
trigger1 = AnimElem = 7
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  = 6
poweradd = 20
ctrl = 0
anim = 400

[State 400, 1];Wind
type = PlaySnd
trigger1 = AnimElem = 2, = 1
value = 0,0

[State 400, 2];Voice
type = PlaySnd
trigger1 = AnimElem = 3, = 1
trigger1 = Random < 500
value = 200,0

[State 400, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 10, 2
getpower = 10,5
givepower = 5,2
animtype = light
guardflag = MA
sparkxy = -24,-22
hitsound = S1,0
guardsound = S2,0
pausetime = 12,12
ground.hittime = 13
ground.type = low
ground.slidetime = 9
ground.velocity = -3
air.velocity = -3,-3

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;CROUCH_LIGHT_KICK
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 30
ctrl = 0
anim = 410

[State 410, 1];Wind
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,1

[State 410, 2];Voice
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random < 500
value = 200,0

[State 410, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 10, 2
getpower = 12,6
givepower = 6,3
animtype = light
guardflag = LA
sparkxy = -29,4
hitsound = S1,1
guardsound = S2,0
pausetime = 12,12
ground.hittime = 13
ground.type = low
ground.slidetime = 9
ground.velocity = -5
air.velocity = -3,-3

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



;---------------------------------------------------------------------------
;CROUCH_HARD_PUNCH
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 15
poweradd= 20
ctrl = 0
anim = 420

[State 420, 1];Wind
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,2

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = 20, 3
getpower = 30,15
givepower = 15,7
animtype = hard
guardflag = MA
sparkxy = -14,-43
hitsound = S1,2
guardsound = S2,0
pausetime = 12,12
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -7
air.velocity = -4,-3

[State 420, 3];Voice
type = PlaySnd
trigger1 = AnimElem = 4, = 1
trigger1 = Random < 500
value = 210,0

[State 420, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


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

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

[State 430, 2];Voice
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random < 500
value = 210,0

[State 430, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 20, 4
getpower = 40,20
givepower = 20,10
animtype = back
guardflag = LA
sparkxy = -30,-3
hitsound = S1,4
guardsound = S2,0
pausetime = 12,12
ground.hittime = 19
ground.type = trip
ground.slidetime = 19
ground.velocity = -1,-5
air.velocity = -4,-3

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

;---------------------------------------------------------------------------
;JUMP_LIGHT_PUNCH
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 600

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

[State 600, 2];Voice
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 500
value = 200,0

[State 600, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 10, 2
getpower = 10,5
givepower = 5,2
animtype = light
guardflag = HA
sparkxy = -26,-42
hitsound = S1,0
guardsound = S2,0
pausetime = 12,12
ground.hittime = 13
ground.type = low
ground.slidetime = 9
ground.velocity = -3
air.velocity = -3,-3

[State 600, Control]
type = CtrlSet
trigger1 = AnimTime = 13
value = 1

[State 600, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 50

;---------------------------------------------------------------------------
;JUMP_FIERCE_PUNCH
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd = 30
ctrl = 0
anim = 610

[State 610, 1];Wind
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,2

[State 610, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 20, 3
getpower = 30,15
givepower = 15,7
animtype = hard
guardflag = HA
sparkxy = -16,-30
hitsound = S1,2
guardsound = S2,0
pausetime = 12,12
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -7
air.velocity = -4,-3

[State 610, 3];Voice
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = Random < 500
value = 210,0

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

;---------------------------------------------------------------------------
;JUMP_WEAK_KICK
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd = 20
poweradd= 9
ctrl = 0
anim = 620

[State 620, 1];Wind
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,1

[State 620, 2];Voice
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random < 500
value = 200,0

[State 620, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 10, 2
getpower = 12,6
givepower = 6,3
animtype = light
guardflag = HA
sparkxy = -27,-22
hitsound = S1,1
guardsound = S2,0
pausetime = 12,12
ground.slidetime = 18
ground.hittime = 18
ground.type = low
ground.velocity = -5
air.velocity = -3,-3

[State 620, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;---------------------------------------------------------------------------
;JUMP_HEAVY_KICK
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 30
ctrl = 0
anim = 630

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

[State 630, 2];Voice
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 500
value = 210,0

[State 630, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 15, 4
getpower = 40,20
givepower = 20,10
animtype = back
guardflag = HA
sparkxy = -30,-26
hitsound = S1,4
guardsound = S2,0
pausetime = 12,12
ground.hittime = 19
ground.type = trip
ground.slidetime = 19
ground.velocity = -1,-5
air.velocity = -4,-3

[State 630, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; 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 = 5.5,3
anim = ifelse(var(6),10050,5050)

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

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

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

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

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

[State 810, Grab]
type = PlaySnd
trigger1 = Time = 0
value = 2000,0
channel = 0

[State 810, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000,0
channel = 1

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

[State 810, 2a]
type = TargetBind
trigger1 = AnimElem = 1
pos = -49,-53

[State 810, 2b]
type = TargetBind
trigger1 = AnimElem = 2
pos = -29,-64

[State 810, 2c]
type = TargetBind
trigger1 = AnimElem = 3
pos = -3,-55

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

[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

;---------------------------------------------------------------------------
; DASH HEAD SLAM Prepare
[Statedef 999]
type = S
movetype = I
ctrl = 0

; Aqui botei a variável do golpe com uma chance em oito de ficar invencível!!!
[State 999, VarNormal]
type = VarRandom
trigger1 = Time = 0
v = 7
range = 0, 8

[State 999, ChangeState1]
type = ChangeState
trigger1 = Var(7) = [0, 7]
trigger1 = Time = 0
value = 1000
ctrl = 0

[State 999, ChangeState2]
type = ChangeState
trigger1 = Var(7) = 8
trigger1 = Time = 0
value = 1001
ctrl = 0

;---------------------------------------------------------------------------
; DASH HEAD SLAM (weak)
[Statedef 1000]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1000
poweradd = 50
velset = 0,0

[State 1000, Pos]
type = PosSet
trigger1 = Time = 0
y = 0

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

[State 1000, Dash]
type = VelSet
trigger1 = AnimElem = 8
x = 3.5

[State 1000, Brake]
type = VelAdd
trigger1 = AnimElem = 10, > 1
x = -.1

[State 1000, Static]
type = VelSet
trigger1 = AnimElem = 11
x = 0
y = 0

[State 1000, Hit1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA                     
damage    = 35, 17
animtype = Light               
getpower = 15,7
givepower = 7,3
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 4,2
sparkno = 0                   
sparkxy = -37,-33
hitsound = S1,0
guardsound = S2,0                 
ground.type = Low                
ground.slidetime = 4             
ground.hittime  = 6             
ground.velocity = -3.5
guard.velocity = -3                          
airguard.velocity = -2.5,-1.2
air.velocity = -1.2,-1

[State 1000, Hit2]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA                     
damage    = 45, 22
animtype = Medium              
getpower = 20,10
givepower = 10,5
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 5,9
sparkno = 1                   
sparkxy = -37,-33
hitsound = S1,1
guardsound = S2,0                 
ground.type = Low                 
ground.slidetime = 9             
ground.hittime  = 15             
ground.velocity = -4
guard.velocity = -4                          
airguard.velocity = -3,-1
air.velocity = -3,-1
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1

[State 1000, end!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; DASH HEAD SLAM (weak - invencible)
[Statedef 1001]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1000
poweradd = 75
velset = 0,0

[State 1001, Brilho]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
mul = 224,224,224
time = 48

[State 1001, Invencibilidade]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1001, Pos]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1001, Sound]
type = PlaySnd
trigger1 = AnimElem = 2
volume = 0
value = 1000,0

[State 1001, Dash]
type = VelSet
trigger1 = AnimElem = 8
x = 3.5

[State 1001, Brake]
type = VelAdd
trigger1 = AnimElem = 10, > 1
x = -.1

[State 1001, Static]
type = VelSet
trigger1 = AnimElem = 11
x = 0
y = 0

[State 1001, Tremor1]
type = EnvShake
trigger1 = AnimElem = 8
time = 10

[State 1001, Tremor2]
type = EnvShake
trigger1 = AnimElem = 9
time = 20

[State 1001, HitInv1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA                     
damage    = 50, 25
animtype = Medium               
getpower = 30, 15
givepower = 15, 7
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 8,6
sparkno = 0                   
sparkxy = -37,-33
hitsound = S1,2
guardsound = S2,0                 
ground.type = Low                
ground.slidetime = 8             
ground.hittime  = 10             
ground.velocity = -4
guard.velocity = -4                          
airguard.velocity = -3,-1.5
air.velocity = -1.5, 1.2

[State 1001, HitInv2]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA                     
damage    = 75, 35
animtype = Hard              
getpower = 20,10
givepower = 10,5
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 10,14
sparkno = 2                   
sparkxy = -37,-33
hitsound = S1,3
guardsound = S2,0                 
ground.type = Low                 
ground.slidetime = 14
ground.hittime  = 20             
ground.velocity = -5
guard.velocity = -5                          
airguard.velocity = -4,-1.5
air.velocity = -4,-1.5
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
fall.recover = 0

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

;---------------------------------------------------------------------------
; DASH HEAD SLAM (STRONG) Prepare
[Statedef 1009]
type = S
movetype = I
ctrl = 0

; Aqui botei a variável do golpe com uma chance em oito de ficar invencível!!!
[State 1009, VarNormal]
type = VarRandom
trigger1 = Time = 0
v = 7
range = 0, 8

[State 1009, ChangeState1]
type = ChangeState
trigger1 = Var(7) = [0, 7]
trigger1 = Time = 0
value = 1010
ctrl = 0

[State 1009, ChangeState2]
type = ChangeState
trigger1 = Var(7) = 8
trigger1 = Time = 0
value = 1011
ctrl = 0

;---------------------------------------------------------------------------
; DASH HEAD SLAM (strong)
[Statedef 1010]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1000
poweradd = 75
velset = 0,0

[State 1010, Pos]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1010, Sound]
type = PlaySnd
trigger1 = AnimElem = 2
volume = 0
value = 1000,0

[State 1010, Dash]
type = VelSet
trigger1 = AnimElem = 8
x = 5.5

[State 1010, Brake]
type = VelAdd
trigger1 = AnimElem = 10, > 1
x = -.2

[State 1010, Static]
type = VelSet
trigger1 = AnimElem = 11
x = 0
y = 0

[State 1010, Hit1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA                     
damage    = 40, 20
animtype = Medium               
getpower = 20, 10
givepower = 10, 5
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 4,2
sparkno = 1                   
sparkxy = -37,-33
hitsound = S1,1
guardsound = S2,0                 
ground.type = Low                
ground.slidetime = 4             
ground.hittime  = 6             
ground.velocity = -5.5
guard.velocity = -5                          
airguard.velocity = -4.5,-3.2
air.velocity = -3.2,-3

[State 1010, Hit2]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA                     
damage    = 50, 25
animtype = Hard             
getpower = 25, 12
givepower = 12, 6
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 5,9
sparkno = 1                   
sparkxy = -37,-33
hitsound = S1,1
guardsound = S2,0                 
ground.type = Low                 
ground.slidetime = 9             
ground.hittime  = 15             
ground.velocity = -6
guard.velocity = -6                          
airguard.velocity = -5,-1
air.velocity = -5,-1
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1

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

;---------------------------------------------------------------------------
; DASH HEAD SLAM (strong - invencible)
[Statedef 1011]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1000
poweradd = 100
velset = 0,0

[State 1011, Brilho]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
mul = 224,224,224
time = 48

[State 1011, Invencibilidade]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1011, Pos]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1011, Sound]
type = PlaySnd
trigger1 = AnimElem = 2
volume = 0
value = 1000,0

[State 1011, Dash]
type = VelSet
trigger1 = AnimElem = 8
x = 5.5

[State 1001, Brake]
type = VelAdd
trigger1 = AnimElem = 10, > 1
x = -.2

[State 1011, Static]
type = VelSet
trigger1 = AnimElem = 11
x = 0
y = 0

[State 1011, Tremor1]
type = EnvShake
trigger1 = AnimElem = 8
time = 10

[State 1011, Tremor2]
type = EnvShake
trigger1 = AnimElem = 9
time = 20
ampl = 15

[State 1011, HitInv1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA                     
damage    = 60, 30
animtype = Hard               
getpower = 35, 17
givepower = 17, 8
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 8,6
sparkno = 2                   
sparkxy = -37,-33
hitsound = S1,3
guardsound = S2,0                 
ground.type = Low                
ground.slidetime = 8             
ground.hittime  = 10             
ground.velocity = -4
guard.velocity = -4                          
airguard.velocity = -3,-1.5
air.velocity = -1.5, 1.2

[State 1011, HitInv2]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA                     
damage    = 80, 40
animtype = Heavy              
getpower = 40, 20
givepower = 20, 10
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 10,14
sparkno = 3                   
sparkxy = -37,-33
hitsound = S1,4
guardsound = S2,0                 
ground.type = Low                 
ground.slidetime = 14
ground.hittime  = 20             
ground.velocity = -7
guard.velocity = -7                          
airguard.velocity = -6,-3.5
air.velocity = -6,-3.5
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
fall.recover = 0

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

;---------------------------------------------------------------------------
; UPPER HEAD SLAM Prepare
[Statedef 1019]
type = S
movetype = I
ctrl = 0

; Aqui botei a variável do golpe com uma chance em oito de ficar invencível!!!
[State 1019, VarNormal]
type = VarRandom
trigger1 = Time = 0
v = 7
range = 0, 8

[State 1019, ChangeState1]
type = ChangeState
trigger1 = Var(7) = [0, 7]
trigger1 = Time = 0
value = 1020
ctrl = 0

[State 1019, ChangeState2]
type = ChangeState
trigger1 = Var(7) = 8
trigger1 = Time = 0
value = 1022
ctrl = 0

;---------------------------------------------------------------------------
; UPPER HEAD SLAM (ground)
[Statedef 1020]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1020
poweradd = 50

[State 1020, Pos]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1020, Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000, 0
volume = 0

[State 1020, Pos2]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
x = 3

[State 1020, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 1021
;---------------------------------------------------------------------------
; UPPER HEAD SLAM (air) 
[Statedef 1021]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1021

[State 1021, Pos]
type = PosSet
trigger1 = Time = 0
y = -0.01 

[State 1021, Vel]
type = VelSet
trigger1 = Time = 0
x = 2.5
y = -.5

[State 1021, Pressão]
type = VelAdd
trigger1 = Time >= 1
trigger1 = Time <= 17
x = .05
y = -.4

[State 1031, Hit]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA                     
damage    = 45, 22
animtype = Medium              
getpower = 20,10
givepower = 10,5
guardflag = MA                   
hitflag = MAF                    
priority = 5, Hit                                                 
pausetime = 5,9
sparkno = 1                   
sparkxy = -20,-65
hitsound = S1,1
guardsound = S2,0                 
ground.type = Low                 
ground.slidetime = 9             
ground.hittime  = 15             
ground.velocity = -4
guard.velocity = -4                          
airguard.velocity = -3,-5.3
air.velocity = -3,-5.3
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
palfx.time = 9
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 1021, Vel2]
type = VelSet
trigger1 = Time = 18
x = 0
y = 0

[State 1021, Brake]
type = VelAdd
trigger1 = Time >= 19
y = .6

[State 1021, Change]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
;---------------------------------------------------------------------------
; UPPER HEAD SLAM (ground - invencible)
[Statedef 1022]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1020
poweradd = 75

[State 1022, Brilho]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
mul = 224,224,224
time = 9

[State 1022, Invencibilidade]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1022, Pos]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1022, Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000, 0
volume = 0

[State 1022, Pos2]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
x = 3

[State 1022, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 1023
;---------------------------------------------------------------------------
; UPPER HEAD SLAM (air - invencible) 
[Statedef 1023]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1021

[State 1023, Brilho]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
mul = 224,224,224
time = 23

[State 1023, Invencibilidade]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1023, Tremor]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = 15

[State 1023, Pos]
type = PosSet
trigger1 = Time = 0
y = -0.01 

[State 1023, Vel]
type = VelSet
trigger1 = Time = 0
x = 2.5
y = -.5

[State 1023, Pressão]
type = VelAdd
trigger1 = Time >= 1
trigger1 = Time <= 17
x = .05
y = -.4

[State 1023, Hit]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA                     
damage    = 55, 27
animtype = Hard             
getpower = 30, 15
givepower = 15, 7
guardflag = MA                   
hitflag = MAF                    
priority = 5, Hit                                                 
pausetime = 5,9
sparkno = 2                   
sparkxy = -20,-65
hitsound = S1,2
guardsound = S2,0                 
ground.type = Low                 
ground.slidetime = 9             
ground.hittime  = 15             
ground.velocity = -5
guard.velocity = -5                          
airguard.velocity = -5,-7.3
air.velocity = -5,-7.3
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
fall.recover = 0
palfx.time = 9
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 1023, Vel2]
type = VelSet
trigger1 = Time = 18
x = 0
y = 0

[State 1023, Brake]
type = VelAdd
trigger1 = Time >= 19
y = .6

[State 1023, Change]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; UPPER HEAD HITTING Prepare
[Statedef 1029]
type = S
movetype = I
ctrl = 0

; Aqui botei a variável do golpe com uma chance em oito de ficar invencível!!!
[State 1029, VarNormal]
type = VarRandom
trigger1 = Time = 0
v = 7
range = 0, 8

[State 1029, ChangeState1]
type = ChangeState
trigger1 = Var(7) = [0, 7]
trigger1 = Time = 0
value = 1030
ctrl = 0

[State 1029, ChangeState2]
type = ChangeState
trigger1 = Var(7) = 8
trigger1 = Time = 0
value = 1032
ctrl = 0

;---------------------------------------------------------------------------
; UPPER HEAD HITTING (ground)
[Statedef 1030]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1030
poweradd = 75

[State 1030, Pos]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1030, Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000, 0
volume = 0

[State 1030, Pos2]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
x = 3

[State 1030, Hit1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA                     
damage    = 20, 10
animtype = Medium               
getpower = 10, 5
givepower = 5, 2
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 5,3
sparkno = 1                   
sparkxy = -11,-49
hitsound = S1,1
guardsound = S2,0                 
ground.type = Low                
ground.slidetime = 3             
ground.hittime  = 8             
ground.velocity = -4.5
guard.velocity = -4                          
airguard.velocity = -3.5,-2.2
air.velocity = -2.2,-2

[State 1030, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 1031
;---------------------------------------------------------------------------
; UPPER HEAD HITTING (air) 
[Statedef 1031]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1031

[State 1031, Pos]
type = PosSet
trigger1 = Time = 0
y = -0.01 

[State 1031, Pos2]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
x = 3

[State 1031, Vel]
type = VelSet
trigger1 = Time = 0
x = 3.5
y = -1.5

[State 1031, Pressão]
type = VelAdd
trigger1 = Time >= 1
trigger1 = Time <= 17
x = .2
y = -.6

[State 1031, Hit2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA                     
damage    = 30, 15
animtype = Medium              
getpower = 20,10
givepower = 10,5
guardflag = MA                   
hitflag = MAF                    
priority = 5, Hit                                                 
pausetime = 5,3
sparkno = 1                   
sparkxy = -20,-65
hitsound = S1,1
guardsound = S2,0                 
ground.type = Low                 
ground.slidetime = 3             
ground.hittime  = 8             
ground.velocity = -5
guard.velocity = -5                          
airguard.velocity = -4,-5.3
air.velocity = -4,-5.3
palfx.time = 9
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 1031, Hit3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA                     
damage    = 40, 20
animtype = Hard             
getpower = 30, 15
givepower = 15, 7
guardflag = MA                   
hitflag = MAF                    
priority = 5, Hit                                                 
pausetime = 5,9
sparkno = 2                   
sparkxy = -20,-65
hitsound = S1,2
guardsound = S2,0                 
ground.type = Low                 
ground.slidetime = 9             
ground.hittime  = 15             
ground.velocity = -5,-7.3
guard.velocity = -5                          
airguard.velocity = -5,-7.3
air.velocity = -5,-7.3
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
fall.recover = 0
palfx.time = 9
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 1031, Vel2]
type = VelSet
trigger1 = Time = 18
x = 0
y = 0

[State 1031, Brake]
type = VelAdd
trigger1 = Time >= 19
y = .6

[State 1031, Change]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
;---------------------------------------------------------------------------
; UPPER HEAD HITTING (ground - invencible)
[Statedef 1032]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1030
poweradd = 100

[State 1032, Brilho]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
mul = 224,224,224
time = 9

[State 1032, Invencibilidade]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1032, Pos]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1032, Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000, 0
volume = 0

[State 1030, Pos2]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
x = 3

[State 1032, Hit1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA                     
damage    = 25, 12
animtype = Medium               
getpower = 10, 5
givepower = 5, 2
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                                 
pausetime = 5,3
sparkno = 1                   
sparkxy = -11,-49
hitsound = S1,1
guardsound = S2,0                 
ground.type = Low                
ground.slidetime = 3             
ground.hittime  = 8             
ground.velocity = -4.5
guard.velocity = -4                          
airguard.velocity = -3.5,-2.2
air.velocity = -2.2,-2

[State 1032, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 1033
;---------------------------------------------------------------------------
; UPPER HEAD HITTING (air - invencible) 
[Statedef 1033]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1031

[State 1033, Tremor]
type = EnvShake
trigger1 = Time = 0
time = 16
ampl = 15

[State 1033, Brilho]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
mul = 224,224,224
time = 23

[State 1033, Invencibilidade]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1033, Pos]
type = PosSet
trigger1 = Time = 0
y = -0.01 

[State 1033, Pos2]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
x = 3

[State 1033, Vel]
type = VelSet
trigger1 = Time = 0
x = 3.5
y = -1.5

[State 1033, Pressão]
type = VelAdd
trigger1 = Time >= 1
trigger1 = Time <= 17
x = .2
y = -.6

[State 1033, Hit2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA                     
damage    = 35, 17
animtype = Hard              
getpower = 20,10
givepower = 10,5
guardflag = MA                   
hitflag = MAF                    
priority = 5, Hit                                                 
pausetime = 5,3
sparkno = 2                   
sparkxy = -20,-65
hitsound = S1,2
guardsound = S2,0                 
ground.type = Low                 
ground.slidetime = 3             
ground.hittime  = 8             
ground.velocity = -5
guard.velocity = -5                          
airguard.velocity = -4,-5.3
air.velocity = -4,-5.3
palfx.time = 9
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 1033, Hit3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA                     
damage    = 45, 22
animtype = Heavy             
getpower = 30, 15
givepower = 15, 7
guardflag = MA                   
hitflag = MAF                    
priority = 5, Hit                                                 
pausetime = 5,9
sparkno = 3                   
sparkxy = -20,-65
hitsound = S1,3
guardsound = S2,0                 
ground.type = Low                 
ground.slidetime = 9             
ground.hittime  = 15             
ground.velocity = -5,-8.3
guard.velocity = -5                        
airguard.velocity = -6,-8.3
air.velocity = -6,-8.3
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
fall.recover = 0
palfx.time = 9
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 1033, Vel2]
type = VelSet
trigger1 = Time = 18
x = 0
y = 0

[State 1033, Brake]
type = VelAdd
trigger1 = Time >= 19
y = .6

[State 1033, Change]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; MIGHTY SLASH ATTACK Prepare
[Statedef 1069]
type = S
movetype = I
ctrl = 0

; Aqui botei a variável do golpe com uma chance em oito de ficar invencível!!!
[State 1069, VarNormal]
type = VarRandom
trigger1 = Time = 0
v = 7
range = 0, 8

[State 1069, ChangeState1]
type = ChangeState
trigger1 = Var(7) = [0, 7]
trigger1 = Time = 0
value = 1070
ctrl = 0

[State 1069, ChangeState2]
type = ChangeState
trigger1 = Var(7) = 8
trigger1 = Time = 0
value = 1071
ctrl = 0

;---------------------------------------------------------------------------
; MIGHTY SLASH ATTACK 
[Statedef 1070]
type = A
movetype = A
physics = A
juggle = 15
velset = 6,6
anim = 1070
ctrl = 0
poweradd = 50

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

[State 1070, Attack]
type = HitDef
animtype = light
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7, >= 0
attr = A, SA
damage    = 10, 4
getpower  = 5, 2
givepower = 2, 1
hitflag = MAFD
guardflag = MA
pausetime = 3,3
sparkxy = -10,-9
sparkno = 1
hitsound   = S1, 0
guardsound = S2, 0
ground.type = Low
ground.slidetime = 3
ground.hittime  = 3
ground.velocity = -2
air.velocity = -2,-4
guard.velocity = -5
fall = ifelse(p2name = "Mercedes Benz",0, 1)

[State 1070, Change]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; MIGHTY SLASH ATTACK (invencible) 
[Statedef 1071]
type = A
movetype = A
physics = A
juggle = 15
velset = 6,6
anim = 1070
ctrl = 0
poweradd = 75

[State 1071, Brilho]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
mul = 255,255,255
time = 5

[State 1071, Tremor]
type = EnvShake
trigger1 = Time = 0
time = 7
ampl = 15

[State 1071, Slash]
type = PlaySnd
trigger1 = AnimElem = 1
volume = 0
value = 1070,0

[State 1071, Attack]
type = HitDef
animtype = medium
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7, >= 0
attr = A, SA
damage    = 12, 5
getpower  = 7, 3
givepower = 3, 2
hitflag = MAFD
guardflag = MA
pausetime = 3,3
sparkxy = -10,-9
sparkno = 1
hitsound   = S1, 1
guardsound = S2, 0
ground.type = Low
ground.slidetime = 3
ground.hittime  = 3
ground.velocity = -5, -8
air.velocity = -5, -8
guard.velocity = -5
fall = ifelse(p2name = "Mercedes Benz",0, 1)
palfx.time = 2
palfx.add = 255,255,255
palfx.add = 255,255,255

[State 1071, Change]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; MIGHTY SLASH ATTACK X Prepare
[Statedef 1074]
type = S
movetype = I
ctrl = 0

; Aqui botei a variável do golpe com uma chance em oito de ficar invencível!!!
[State 1074, VarNormal]
type = VarRandom
trigger1 = Time = 0
v = 7
range = 0, 8

[State 1074, ChangeState1]
type = ChangeState
trigger1 = Var(7) = [0, 7]
trigger1 = Time = 0
value = 1075
ctrl = 0

[State 1074, ChangeState2]
type = ChangeState
trigger1 = Var(7) = 8
trigger1 = Time = 0
value = 1076
ctrl = 0

;---------------------------------------------------------------------------
; MIGHTY SLASH ATTACK X
[Statedef 1075]
type = A
movetype = A
physics = A
juggle = 15
velset = 5,5
anim = 1075
ctrl = 0
poweradd = 75

[State 1075, Slash]
type = PlaySnd
trigger1 = AnimElem = 1
volume = 0
value = 1070,0

[State 1075, Attack]
type = HitDef
animtype = medium
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14, >= 0
attr = A, SA
damage    = 10, 4
getpower  = 5, 2
givepower = 2, 1
hitflag = MAFD
guardflag = MA
pausetime = 2,2
sparkxy = -10,-9
sparkno = 1
hitsound   = S1, 1
guardsound = S2, 0
ground.type = Low
ground.slidetime = 3
ground.hittime  = 3
ground.velocity = -5, -8
air.velocity = -5, -8
guard.velocity = -2
fall = ifelse(p2name = "Mercedes Benz",0, 1)

[State 1075, Change]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; MIGHTY SLASH ATTACK X (invencible)
[Statedef 1076]
type = A
movetype = A
physics = A
juggle = 15
velset = 5,5
anim = 1075
ctrl = 0
poweradd = 100

[State 1076, Brilho]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
mul = 255,255,255
time = 5

[State 1076, Tremor]
type = EnvShake
trigger1 = Time = 0
time = 7
ampl = 15

[State 1076, Slash]
type = PlaySnd
trigger1 = AnimElem = 1
volume = 0
value = 1070,0

[State 1076, Attack]
type = HitDef
animtype = medium
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14, >= 0
attr = A, SA
damage    = 12, 5
getpower  = 7, 3
givepower = 3, 2
hitflag = MAFD
guardflag = MA
pausetime = 2,2
sparkxy = -10,-9
sparkno = 1
hitsound   = S1, 2
guardsound = S2, 0
ground.type = Low
ground.slidetime = 3
ground.hittime  = 3
ground.velocity = -5, -8
air.velocity = -5, -8
guard.velocity = -2
fall = ifelse(p2name = "Mercedes Benz",0, 1)
palfx.time = 1
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 1076, Change]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; SPIN DASH ATTACK (light) Prepare
[Statedef 1079]
type = S
movetype = I
ctrl = 0

; Aqui botei a variável do golpe com uma chance em oito de ficar invencível!!!
[State 1079, VarNormal]
type = VarRandom
trigger1 = Time = 0
v = 7
range = 0, 8

[State 1079, ChangeState1]
type = ChangeState
trigger1 = Var(7) = [0, 7]
trigger1 = Time = 0
value = 1080
ctrl = 0

[State 1079, ChangeState2]
type = ChangeState
trigger1 = Var(7) = 8
trigger1 = Time = 0
value = 1083
ctrl = 0

;---------------------------------------------------------------------------
; Eu agradeço ao Ssonic por ter me dado a permisão de usar o Spin Dash Attack
; dos arquivos .air e .cns!!!Muito obrigado!!!!!
;---------------------------------------------------------------------------
; SPIN DASH ATTACK (light - crouch)
[Statedef 1080]
type    = S
movetype= A
physics = C
juggle  = 0
poweradd= 50
ctrl = 0
anim = 1080

[State 1080, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1000, 0
volume = 0

[State 1080, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 1081
ctrl = 0

;---------------------------------------------------------------------------
; SPIN DASH ATTACK (light - Dash)
[Statedef 1081]
type    = S
movetype= A
velset = 5,0                     
physics = C
juggle  = 0
ctrl = 0
anim = 1081

[State 1081, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1080,0
volume = 0

[State 1081, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = C, SA
animtype  = Back
damage    = 50,10
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -12,-26
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -4,-7
air.velocity = -4,-7
fall.animtype = Hard
fall = ifelse(p2name = "Mercedes Benz",0, 1)

[State 1081, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1082
ctrl = 0

;---------------------------------------------------------------------------
; SPIN DASH ATTACK (light - finish)
[Statedef 1082]
type    = S
movetype= A
physics = C
juggle  = 0
ctrl = 0
anim = 1082

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

;---------------------------------------------------------------------------
; SPIN DASH ATTACK (light - invencible - crouch)
[Statedef 1083]
type    = S
movetype= A
physics = C
juggle  = 0
poweradd= 75
ctrl = 0
anim = 1080

[State 1083, Brilho]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
mul = 224,224,224
time = 9

[State 1083, Invencibilidade]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1083, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1000, 0
volume = 0

[State 1083, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 1084
ctrl = 0

;---------------------------------------------------------------------------
; SPIN DASH ATTACK (light - invencible - Dash)
[Statedef 1084]
type    = S
movetype= A
velset = 5,0                     
physics = C
juggle  = 0
ctrl = 0
anim = 1081

[State 1084, Brilho]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
mul = 224,224,224
time = 21

[State 1084, Tremor]
type = EnvShake
trigger1 = Time = 0
time = 21
ampl = 15

[State 1084, Invencibilidade]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1084, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1080,0
volume = 0

[State 1084, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = C, SA
animtype  = Back
damage    = 60, 40
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -12,-26
hitsound   = S1, 2
guardsound = S2, 0
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -4,-7
air.velocity = -4,-7
fall.animtype = Hard
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = ifelse(p2name = "Mercedes Benz",0, 1)
fall.recover = 0
palfx.time = 15
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 1084, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1085
ctrl = 0

;---------------------------------------------------------------------------
; SPIN DASH ATTACK (light - finish)
[Statedef 1085]
type    = S
movetype= A
physics = C
juggle  = 0
ctrl = 0
anim = 1082

[State 1085, Brilho]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
mul = 224,224,224
time = 7

[State 1085, Invencibilidade]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1085, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; SPIN DASH ATTACK (hard) Prepare
[Statedef 1089]
type = S
movetype = I
ctrl = 0

; Aqui botei a variável do golpe com uma chance em oito de ficar invencível!!!
[State 1079, VarNormal]
type = VarRandom
trigger1 = Time = 0
v = 7
range = 0, 8

[State 1089, ChangeState1]
type = ChangeState
trigger1 = Var(7) = [0, 7]
trigger1 = Time = 0
value = 1090
ctrl = 0

[State 1089, ChangeState2]
type = ChangeState
trigger1 = Var(7) = 8
trigger1 = Time = 0
value = 1093
ctrl = 0

;---------------------------------------------------------------------------
; SPIN DASH ATTACK (hard - crouch)
[Statedef 1090]
type    = S
movetype= A
physics = C
juggle  = 0
poweradd= 100
ctrl = 0
anim = 1080

[State 1090, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1000, 0
volume = 0

[State 1090, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 1091
ctrl = 0

;---------------------------------------------------------------------------
; SPIN DASH ATTACK (hard - Dash)
[Statedef 1091]
type    = S
movetype= A
velset = 18,0                     
physics = C
juggle  = 0
ctrl = 0
anim = 1081

[State 1091, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1080,0
volume = 0

[State 1091, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = C, SA
animtype  = Back
damage    = 70, 20
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -12,-26
hitsound   = S1,2
guardsound = S2,0
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -4,-7
air.velocity = -4,-7
fall.animtype = Hard
fall = ifelse(p2name = "Mercedes Benz",0, 1)

[State 1091, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1092
ctrl = 0

;---------------------------------------------------------------------------
; SPIN DASH ATTACK (hard - finish)
[Statedef 1092]
type    = S
movetype= A
physics = C
juggle  = 0
ctrl = 0
anim = 1082

[State 1092, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; SPIN DASH ATTACK (hard - invencible - crouch)
[Statedef 1093]
type    = S
movetype= A
physics = C
juggle  = 0
poweradd= 120
ctrl = 0
anim = 1080

[State 1093, Brilho]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
mul = 224,224,224
time = 9

[State 1093, Invencibilidade]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1093, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1000, 0
volume = 0

[State 1093, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 1094
ctrl = 0

;---------------------------------------------------------------------------
; SPIN DASH ATTACK (hard - invencible - Dash)
[Statedef 1094]
type    = S
movetype= A
velset = 18,0                     
physics = C
juggle  = 0
ctrl = 0
anim = 1081

[State 1094, Brilho]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
mul = 224,224,224
time = 21

[State 1094, Tremor]
type = EnvShake
trigger1 = Time = 0
time = 21
ampl = 15

[State 1094, Invencibilidade]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1094, 1a]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1080,0
volume = 0

[State 1094, 1b]
type = HitDef
trigger1 = AnimElem = 1
attr = C, SA
animtype  = Back
damage    = 80, 25
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -12,-26
hitsound   = S1,3
guardsound = S2,0
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -4,-7
air.velocity = -4,-7
fall.animtype = Hard
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
fall.recover = 0
palfx.time = 15
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 1094, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1095
ctrl = 0

;---------------------------------------------------------------------------
; SPIN DASH ATTACK (hard - finish)
[Statedef 1095]
type    = S
movetype= A
physics = C
juggle  = 0
ctrl = 0
anim = 1082

[State 1095, Brilho]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
mul = 224,224,224
time = 7

[State 1095, Invencibilidade]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1095, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; SUPLEX SURPRISE (weak - begin move)
[Statedef 2000]
type = S
movetype = A
physics = S
ctrl = 0
anim = 2000
sprpriority = 4
poweradd = 50

[State 2000, 0]
type = PlaySnd
trigger1 = Time = 1
value = 1000,0
volume = 0

[State 2000, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, ST
hitflag = M
priority = 1
snap = 12, 0, 0, 1
sparkno = -1
p1facing = -1
p1stateno = 2010
p2stateno = 2005
p2getp1state = 1
fall.damage = 0

[State 2000, 2]
type = ChangeState
trigger1 = MoveContact = 1
trigger1 = AnimElem = 3,=12
value = 2010

[State 2000, 3]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; SUPLEX SURPRISE (weak - opponent in this state is grabbed)
[Statedef 2005]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0
sprpriority = 2

[State 2005, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),2006,2005)

[State 2005, PalFX]
type = PalFX
trigger1 = AnimElem = 4
add = 255,  0,  0
mul = 255,  0,  0
time = 6

[State 2005, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 2006

; SUPLEX SURPRISE (weak - opponent's effects)
[Statedef 2006]
type    = A
movetype= H; Está apanhando!!!
physics = N
velset = -2,-3.5
poweradd = 40
anim = ifelse(var(6),10050,5050)

[State 2006, Turn]
type = Turn
trigger1 = Time = 0

[State 2006, Gravity]
type = VelAdd
trigger1 = Time >= 0
y = .50

[State 2006, Final] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
;---------------------------------------------------------------------------
; SUPLEX SURPRISE (weak - sucess)
[Statedef 2010]
type = S
movetype = A
physics = S
anim = 2010
sprpriority = 4
poweradd = 25

[State 2010, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 43

[State 2010, Snd]
type = PlaySnd
trigger1 = Time = 0
value = 2000,0
volume = 0

[State 2010, 2]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -80

[State 2010, 2]
type = TargetBind
trigger1 = AnimElem = 1
pos =   -2,-43

[State 2010, 2]
type = TargetBind
trigger1 = AnimElem = 2
pos =  16,-38

[State 2010, 2]
type = TargetBind
trigger1 = AnimElem = 3
pos =   0,-46

[State 2010, 2]
type = TargetBind
trigger1 = AnimElem = 4
pos = -44,-30

[State 2010, 3]
type = GameMakeAnim
trigger1 = AnimElem = 4
pos = -44, 1
value = 62

[State 2010, 3]
type = Width
trigger1 = AnimElem = 1
value = 18,0

[State 2010, 3]
type = Width
trigger1 = AniMElem = 4
value = 9,0

[State 2010, 4]
type = EnvShake
trigger1 = AnimElem = 4
time = 12

[State 2010, 6]
type = HitAdd
trigger1 = AnimElem = 4
value = 1

[State 2010, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1000,0
volume = 0

[State 2010, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2000,1
volume = 0

[State 2010, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; SUPLEX SURPRISE (strong - begin move)
[Statedef 2020]
type = S
movetype = A
physics = S
ctrl = 0
anim = 2020
sprpriority = 4
poweradd = 75

[State 2020, 0]
type = PlaySnd
trigger1 = Time = 1
value = 1000,0
volume = 0

[State 2020, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, ST
hitflag = M
priority = 1
snap = 12, 0, 0, 1
sparkno = -1
p1facing = -1
p1stateno = 2030
p2stateno = 2025
p2getp1state = 1
fall.damage = 0

[State 2020, 2]
type = ChangeState
trigger1 = MoveContact = 1
trigger1 = AnimElem = 3,=19
value = 2030

[State 2020, 3]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; SUPLEX SURPRISE (strong - opponent in this state is grabbed)
[Statedef 2025]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0
sprpriority = 2

[State 2025, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = ifelse(var(6),2026,2025)

[State 2025, PalFX]
type = PalFX
trigger1 = AnimElem = 4
add = 255,  0,  0
mul = 255,  0,  0
time = 12

[State 2025, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 2026

; SUPLEX SURPRISE (strong - opponent's effects)
[Statedef 2026]
type    = A
movetype= H; Está apanhando!!!
physics = N
velset = -4,-5.5
poweradd = 40
anim = ifelse(var(6),10050,5050)

[State 2026, Turn]
type = Turn
trigger1 = Time = 0

[State 2026, Gravity]
type = VelAdd
trigger1 = Time >= 0
y = .50

[State 2026, Final] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
;---------------------------------------------------------------------------
; SUPLEX SURPRISE (strong - sucess)
[Statedef 2030]
type = S
movetype = A
physics = S
anim = 2030
sprpriority = 4
poweradd = 40

[State 2030, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 55

[State 2030, Snd]
type = PlaySnd
trigger1 = Time = 0
value = 2000,0
volume = 0

[State 2030, 2]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -110

[State 2030, 2]
type = TargetBind
trigger1 = AnimElem = 1
pos =  -2,-43

[State 2030, 2]
type = TargetBind
trigger1 = AnimElem = 2
pos =  16,-38

[State 2030, 2]
type = TargetBind
trigger1 = AnimElem = 3
pos =   0,-46

[State 2030, 2]
type = TargetBind
trigger1 = AnimElem = 4
pos = -44,-30

[State 2030, 3]
type = GameMakeAnim
trigger1 = AnimElem = 4
pos = -44,1
value = 62

[State 2030, 3]
type = Width
trigger1 = AnimElem = 1
value = 18,0

[State 2030, 3]
type = Width
trigger1 = AniMElem = 4
value = 9,0

[State 2030, 4]
type = EnvShake
trigger1 = AnimElem = 4
time = 12
ampl = 15

[State 2030, 6]
type = HitAdd
trigger1 = AnimElem = 4
value = 1

[State 2030, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1000,0
volume = 0

[State 2030, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2000,1
volume = 0

[State 2030, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
; Novamente agradeço ao Ssonic por ter me dado a permissão de usar o Special
; de Cell neste char!!!Mto Obrigado de novo!! :) 
;---------------------------------------------------------------------------
; Mega Mighty Combination (DM)
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0,0
anim = 3000
PowerAdd = -1000

[State 3000, 1]
type = SuperPause
trigger1 = Time = 0
pos =  0,-23
anim = 100
time = 36
movetime = 36

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

[State 3010, Super E]
type = AfterImageTime
trigger1 = Time = [2,1000]
time = 2

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = 3000,0
volume = 0

[State 410, 2a]
type = PlaySnd
trigger1 = Time = 0
value = 3001,0
volume = 0

[State 410, 2b]
type = PlaySnd
trigger1 = Time = 15
value = 3001, 2
volume = 0

[State 410, 2c]
type = PlaySnd
trigger1 = Time = 24
trigger2 = Time = 32
trigger3 = TIme = 41
trigger4 = Time = 52
trigger5 = Time = 60
value = 3001,1
volume = 0

[State 3000, Demo]
type = Explod
trigger1 = Time = 15
anim = 3001
ID = 3001
postype = p1
pos = 0,0
facing = 1
removetime = 27
ontop = 1
removeongethit = 1
supermove = 1
supermovetime = 55

[State 210, 3]
type = EnvShake
trigger1 = AnimElem = 42
time = 42

[State 210, 2]
type = VelAdd
trigger1 = AnimElem = 28
trigger2 = AnimElem = 29
trigger3 = AnimElem = 30
trigger4 = AnimElem = 31
trigger5 = AnimElem = 32
trigger6 = AnimElem = 33
trigger7 = AnimElem = 34
trigger8 = AnimElem = 35
trigger9 = AnimElem = 36
trigger10 = AnimElem = 37
trigger11 = AnimElem = 38
trigger12 = AnimElem = 39
trigger13 = AnimElem = 40
x = 4

[State 210, 2]
type = Makedust
trigger1 = AnimElem = 28
trigger2 = AnimElem = 29
trigger3 = AnimElem = 30
trigger4 = AnimElem = 31
trigger5 = AnimElem = 32
trigger6 = AnimElem = 33
trigger7 = AnimElem = 34
trigger8 = AnimElem = 35
trigger9 = AnimElem = 36
trigger10 = AnimElem = 37
trigger11 = AnimElem = 38
trigger12 = AnimElem = 39
trigger13 = AnimElem = 40
Pos = 2,0
Pos2 = -4,0
spacing = 2 

[State 954, 1]
type = PlaySnd
trigger1 = AnimElem = 28
trigger2 = AnimElem = 30
trigger3 = AnimElem = 32
trigger4 = AnimElem = 34
trigger5 = AnimElem = 36
trigger6 = AnimElem = 38
trigger7 = AnimElem = 40
value = 1000,0
volume = 0
channel = 0

[State 410, 2]
type = PlaySnd
trigger1 = AnimElem = 28
trigger2 = AnimElem = 30
trigger3 = AnimElem = 32
trigger4 = AnimElem = 34
trigger5 = AnimElem = 36
trigger6 = AnimElem = 38
trigger7 = AnimElem = 40
value = 0, 1
volume = 0
channel = 1

[State 410, 2]
type = NothitBy
trigger1 = AnimElem = 28
trigger2 = AnimElem = 30
trigger3 = AnimElem = 32
trigger4 = AnimElem = 34
trigger5 = AnimElem = 36
trigger6 = AnimElem = 38
trigger7 = AnimElem = 40
value = S, NA, SA, AT
time = 49

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 28
trigger2 = AnimElem = 30
trigger3 = AnimElem = 32
trigger4 = AnimElem = 34
trigger5 = AnimElem = 36
trigger6 = AnimElem = 38
trigger7 = AnimElem = 40
attr = S, HA
animtype  = Light
damage    = 31, 5
getpower = 0,10
givepower = 0, 5
guardflag = MA
pausetime = 7,11
sparkxy = -16,-36
hitsound   = S1,4
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 100
ground.velocity = -1
air.velocity = 0
air.fall = 1
air.recover = 0
palfx.time = 15
palfx.add = 255,0,0
palfx.mul = 255,0,0

[State 3000, 4]
type = HitDef
trigger1 = AnimElem = 42
attr = S, HP
damage   = 31,5
animtype = up
guardflag = N
hitflag = MAFDP
getpower = 0, 20
givepower = 0, 10
pausetime = 11,10
hitsound   = S1,3
sparkxy = -23,-18
guardsound = S2,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5,-10
air.animtype = up
air.velocity = -5,-10
air.fall = 1
down.velocity = -10
down.hittime = 30
palfx.time = 15
palfx.add = 255,0,0
palfx.mul = 255,0,0
down.bounce = 1
fall = ifelse(p2name = "Mercedes Benz",0, 1)
fall.recover = 0

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

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

;---------------------------------------------------------------------------
; Giga Mighty Combination (SDM)
[Statedef 3010]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0,0
anim = 3010
PowerAdd = -2000

[State 3000, 1]
type = SuperPause
trigger1 = Time = 0
pos =  0,-23
anim = 101
time = 36
movetime = 36

[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 = [2,1500]
time = 2

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = 3000,1
volume = 0

[State 410, 2a]
type = PlaySnd
trigger1 = Time = 0
value = 3001,0
volume = 0

[State 410, 2b]
type = PlaySnd
trigger1 = Time = 11
trigger2 = Time = 38
value = 6000, 0
volume = 0

[State 410, 2c]
type = PlaySnd
trigger1 = Time = 24
trigger2 = Time = 32
trigger3 = TIme = 41
trigger4 = Time = 52
trigger5 = Time = 60
value = 3001,1
volume = 0

[State 410, 2d]
type = PlaySnd
trigger1 = AnimElem = 65
trigger2 = AnimElem = 71
value = 5000,2

[State 3000, Demo]
type = Explod
trigger1 = Time = 11
trigger2 = Time = 38
anim = 3011
ID = 3011
postype = p1
pos = 0,0
facing = 1
removetime = 27
ontop = 1
removeongethit = 1
supermove = 1
supermovetime = 55

[State 210, 3a]
type = EnvShake
trigger1 = Time = 1
time = 65

[State 210, 3b]
type = EnvShake
trigger1 = AnimElem = 58
time = 42
ampl = 15

[State 210, 2]
type = VelAdd
trigger1 = AnimElem = 28
trigger2 = AnimElem = 29
trigger3 = AnimElem = 30
trigger4 = AnimElem = 31
trigger5 = AnimElem = 32
trigger6 = AnimElem = 33
trigger7 = AnimElem = 34
trigger8 = AnimElem = 35
trigger9 = AnimElem = 36
trigger10 = AnimElem = 37
trigger11 = AnimElem = 38
trigger12 = AnimElem = 39
trigger13 = AnimElem = 40
trigger14 = AnimElem = 41
trigger15 = AnimElem = 42
trigger16 = AnimElem = 43
trigger17 = AnimElem = 44
trigger18 = AnimElem = 45
trigger19 = AnimElem = 46
trigger20 = AnimElem = 47
trigger21 = AnimElem = 48
trigger22 = AnimElem = 49
trigger23 = AnimElem = 50
trigger24 = AnimElem = 51
trigger25 = AnimElem = 52
trigger26 = AnimElem = 53
trigger27 = AnimElem = 54
trigger28 = AnimElem = 55
trigger29 = AnimElem = 56
trigger30 = AnimElem = 57
x = 4

[State 210, 2]
type = Makedust
trigger1 = AnimElem = 28
trigger2 = AnimElem = 29
trigger3 = AnimElem = 30
trigger4 = AnimElem = 31
trigger5 = AnimElem = 32
trigger6 = AnimElem = 33
trigger7 = AnimElem = 34
trigger8 = AnimElem = 35
trigger9 = AnimElem = 36
trigger10 = AnimElem = 37
trigger11 = AnimElem = 38
trigger12 = AnimElem = 39
trigger13 = AnimElem = 40
trigger14 = AnimElem = 41
trigger15 = AnimElem = 42
trigger16 = AnimElem = 43
trigger17 = AnimElem = 44
trigger18 = AnimElem = 45
trigger19 = AnimElem = 46
trigger20 = AnimElem = 47
trigger21 = AnimElem = 48
trigger22 = AnimElem = 49
trigger23 = AnimElem = 50
trigger24 = AnimElem = 51
trigger25 = AnimElem = 52
trigger26 = AnimElem = 53
trigger27 = AnimElem = 54
trigger28 = AnimElem = 55
trigger29 = AnimElem = 56
trigger30 = AnimElem = 57
Pos = 2,0
Pos2 = -4,0
spacing = 2 

[State 954, 1]
type = PlaySnd
trigger1 = AnimElem = 28
trigger2 = AnimElem = 30
trigger3 = AnimElem = 32
trigger4 = AnimElem = 34
trigger5 = AnimElem = 36
trigger6 = AnimElem = 38
trigger7 = AnimElem = 40
trigger8 = AnimElem = 42
trigger9 = AnimElem = 44
trigger10 = AnimElem = 46
trigger11 = AnimElem = 48
trigger12 = AnimElem = 50
trigger13 = AnimElem = 52
trigger14 = AnimElem = 54
trigger15 = AnimElem = 56
value = 1000,0
volume = 0
channel = 0

[State 954, 1]
type = EnvColor
triggerall = Movehit = 1
trigger1 = AnimElem = 28
trigger2 = AnimElem = 30
trigger3 = AnimElem = 32
trigger4 = AnimElem = 34
trigger5 = AnimElem = 36
trigger6 = AnimElem = 38
trigger7 = AnimElem = 40
trigger8 = AnimElem = 42
trigger9 = AnimElem = 44
trigger10 = AnimElem = 46
trigger11 = AnimElem = 48
trigger12 = AnimElem = 50
trigger13 = AnimElem = 52
trigger14 = AnimElem = 54
trigger15 = AnimElem = 56
value = 255,0,0
time = 3


[State 410, 2]
type = PlaySnd
trigger1 = AnimElem = 28
trigger2 = AnimElem = 30
trigger3 = AnimElem = 32
trigger4 = AnimElem = 34
trigger5 = AnimElem = 36
trigger6 = AnimElem = 38
trigger7 = AnimElem = 40
trigger8 = AnimElem = 42
trigger9 = AnimElem = 44
trigger10 = AnimElem = 46
trigger11 = AnimElem = 48
trigger12 = AnimElem = 50
trigger13 = AnimElem = 52
trigger14 = AnimElem = 54
trigger15 = AnimElem = 56
value = 0, 2
volume = 0
channel = 1

[State 410, 2]
type = NothitBy
trigger1 = AnimElem = 28
trigger2 = AnimElem = 30
trigger3 = AnimElem = 32
trigger4 = AnimElem = 34
trigger5 = AnimElem = 36
trigger6 = AnimElem = 38
trigger7 = AnimElem = 40
trigger8 = AnimElem = 42
trigger9 = AnimElem = 44
trigger10 = AnimElem = 46
trigger11 = AnimElem = 48
trigger12 = AnimElem = 50
trigger13 = AnimElem = 52
trigger14 = AnimElem = 54
trigger15 = AnimElem = 56
value = S, NA, SA, AT
time = 105

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 28
trigger2 = AnimElem = 30
trigger3 = AnimElem = 32
trigger4 = AnimElem = 34
trigger5 = AnimElem = 36
trigger6 = AnimElem = 38
trigger7 = AnimElem = 40
trigger8 = AnimElem = 42
trigger9 = AnimElem = 44
trigger10 = AnimElem = 46
trigger11 = AnimElem = 48
trigger12 = AnimElem = 50
trigger13 = AnimElem = 52
trigger14 = AnimElem = 54
trigger15 = AnimElem = 56
attr = S, HA
animtype  = Medium
damage    = 25,7
getpower = 0,10
givepower = 0, 5
guardflag = MA
pausetime = 7,11
sparkxy = -16,-36
hitsound   = S1,4
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 100
ground.velocity = -1
air.velocity = 0
air.fall = 1
air.recover = 0
palfx.time = 7
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 3000, 4]
type = HitDef
trigger1 = AnimElem = 58
attr = S, HP
damage   = 25,7
animtype = up
guardflag = N
hitflag = MAFDP
getpower = 0, 30
givepower = 0, 15
pausetime = 11,10
hitsound   = S1,3
sparkxy = -23,-18
guardsound = S2,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5,-20
air.animtype = up
air.velocity = -5,-20
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 1
fall = ifelse(p2name = "Mercedes Benz",0, 1)
fall.recover = 0
fall.damage = 30
fall.envshake.time = 35
fall.envshake.ampl = 12
palfx.time = 10
palfx.add = 255,255,255
palfx.mul = 255,255,255

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

;---------------------------------------------------------------------------
; TAKE THIS, VAGABOND!!!! (DM)
[Statedef 3020]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 3020
poweradd = -1000

[State 3020, 1]
type = SuperPause
trigger1 = Time = 0
pos =  -16,-42
anim = 100

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

[State 3010, Super E]
type = AfterImageTime
trigger1 = Time = [2,800]
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 410, 2]; Sound of Super
type = PlaySnd
trigger1 = Time = 0
value = 3000,0
volume = 0

[State 410, 2a]; Sound of Voice Medium
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
value = 210,0
channel = 0

[State 410, 2b]; Sound of Voice Hard
type = PlaySnd
trigger1 = AnimElem = 16
value = 3025,0
channel = 0

[State 230, 3a]; Sound of Weak Wind
type = PlaySnd
trigger1 = AnimElem = 2
channel = 1
value = 0,5

[State 230, 3a]; Sound of Strong Wind
type = PlaySnd
trigger1 = AnimElem = 6
channel = 1
value = 0,6

[State 230, 3a]; Sound of Super Wind
type = PlaySnd
trigger1 = AnimElem = 10
channel = 1
value = 0,3

[State 230, 3a]; Sound of Ultra Wind
type = PlaySnd
trigger1 = AnimElem = 15
channel = 1
value = 0,4

[State 3020, Pos]
type = PosAdd
trigger1 = AnimElem = 4
x = 21

[State 3020, Pos2]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 11
x = 4

[State 3020, Pos3]
type = PosAdd
trigger1 = AnimElem = 16
x = 7

[State 3020, Hit 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage    = 50, 10
animtype = Hard
getpower = 0,10
givepower = 0,5
guardflag = M
hitflag = MAF
priority = 6
pausetime = 25,25
sparkno = 2
sparkxy = -33,-39
hitsound = S3020,0
guardsound = S3020,3
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = 2
airguard.velocity = 3
air.velocity = 3,-.5
envshake.time = 25
palfx.time = 20
palfx.add = 255,0,0
palfx.mul = 255,0,0

[State 3020, Hit 2]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
damage    = 50, 10
animtype = Hard
getpower = 0,10
givepower = 0,5
guardflag = M
hitflag = MAF
priority = 6
pausetime = 25,25
sparkno = 2
sparkxy = -26,-36
hitsound = s3020,1
guardsound = S3020,3
ground.type = Low
ground.slidetime = 17
ground.hittime  = 22
ground.velocity = -2
airguard.velocity = -1
air.velocity = -1,-.5
envshake.time = 20
palfx.time = 20
palfx.add = 255,0,0
palfx.mul = 255,0,0

[State 3000, Hit 3]
type = HitDef
trigger1 = AnimElem = 11
attr = S, HA
damage    = 50, 10
animtype = Hard
getpower = 0,10
givepower = 0,5
guardflag = M
hitflag = MAF
priority = 6
pausetime = 25,25
sparkno = 2
sparkxy = -23,-33
hitsound = s3020,2
guardsound = S3020,3
ground.type = High
ground.slidetime = 20
ground.hittime  = 26
ground.velocity = -2
airguard.velocity = -1
air.velocity = -1,-.5
envshake.time = 25
palfx.time = 20
palfx.add = 255,0,0
palfx.mul = 255,0,0

[State 3020, Hit 4]
type = HitDef
trigger1 = AnimElem = 16
attr = S, HA
damage    = 100, 25
animtype = Heavy
getpower = 0, 20
givepower = 0, 10
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 25,25
sparkno = 2
sparkxy = -4,-64
hitsound = S1,3
guardsound = S3020,3
volume = 255
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
guard.velocity = -8
ground.velocity = -2,-12
airguard.velocity = -2,-12
air.velocity = -2,-12
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
fall.recover = 0
palfx.time = 25
palfx.add = 255,0,0
palfx.mul = 255,0,0
envshake.time = 25
envshake.freq = 120
envshake.ampl = 30
fall.envshake.time = 19

[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 3020, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; TAKE THIS, VAGABOND!!!! (SDM)
[Statedef 3030]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 3030
poweradd = -2000

[State 3020, 1]
type = SuperPause
trigger1 = Time = 0
pos =  -16,-42
anim = 101

[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 = [2,800]
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 410, 2]; Sound of Super
type = PlaySnd
trigger1 = Time = 0
value = 3000,1
volume = 0

[State 410, 2aa]; Sound of Voice Medium
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 9
value = 210,0
channel = 0

[State 410, 2ab]; Sound of Voice Weak
type = PlaySnd
trigger1 = AnimElem = 13
trigger2 = AnimElem = 15
trigger3 = AnimElem = 17
trigger4 = AnimElem = 19
value = 200,0
channel = 0

[State 410, 2ac]; Sound of Voice Medium
type = PlaySnd
trigger1 = AnimElem = 23
trigger2 = AnimElem = 27
value = 210,0
channel = 0

[State 410, 2b]; Sound of Voice Hard
type = PlaySnd
trigger1 = AnimElem = 32
value = 3025,0
channel = 0

[State 230, 3a]; Sound of Weak Wind
type = PlaySnd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 14
trigger3 = AnimElem = 16
trigger4 = AnimElem = 18
channel = 1
value = 0,5

[State 230, 3a]; Sound of Strong Wind
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
channel = 1
value = 0,6

[State 230, 3a]; Sound of Super Wind
type = PlaySnd
trigger1 = AnimElem = 22
trigger2 = AnimElem = 26
channel = 1
value = 0,3

[State 230, 3a]; Sound of Ultra Wind
type = PlaySnd
trigger1 = AnimElem = 31
channel = 1
value = 0,4

[State 3020, Pos]
type = PosAdd
trigger1 = AnimElem = 10
x = 21

[State 3020, Pos2]
type = PosAdd
trigger1 = AnimElem = 13
trigger2 = AnimElem = 23
x = 7

[State 3020, Pos3]
type = PosAdd
trigger1 = AnimElem = 31
x = 10

[State 3020, Hits 1 e 2]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
attr = S, HA
damage    = 33, 6
animtype = Hard
getpower = 0,10
givepower = 0,5
guardflag = M
hitflag = MAF
priority = 6
pausetime = 10,10
sparkno = 2
sparkxy = -33,-39
hitsound = S3020,0
guardsound = S3020,3
ground.type = High
ground.slidetime = 9
ground.hittime  = 12
ground.velocity = 1
airguard.velocity = -1
air.velocity = 1,-.5
envshake.time = 25
palfx.time = 20
palfx.add = 255,255,255
palfx.mul = 255,255,255


[State 3020, Hit 3]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage    = 33,6
animtype = Hard
getpower = 0,10
givepower = 0,5
guardflag = M
hitflag = MAF
priority = 6
pausetime = 10,10
sparkno = 2
sparkxy = -33,-39
hitsound = S3020,0
guardsound = S3020,3
ground.type = High
ground.slidetime = 13
ground.hittime  = 19
ground.velocity = -2
airguard.velocity = -3
air.velocity = -3,-.5
envshake.time = 10
palfx.time = 20
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 3020, Hit 4 5 e 6]
type = HitDef
trigger1 = AnimElem = 13
trigger2 = AnimElem = 15
trigger3 = AnimElem = 17
attr = S, HA
damage    = 33,6
animtype = Hard
getpower = 0,10
givepower = 0,5
guardflag = M
hitflag = MAF
priority = 6
pausetime = 7,7
sparkno = 2
sparkxy = -26,-36
hitsound = s3020,1
guardsound = S3020,3
ground.type = Low
ground.slidetime = 4
ground.hittime  = 8
ground.velocity = 0
airguard.velocity = -1
air.velocity = 0,-.5
envshake.time = 7
palfx.time = 20
palfx.add = 255,255,255
palfx.mul = 255,255,255


[State 3020, Hit 7]
type = HitDef
trigger1 = AnimElem = 19
attr = S, HA
damage    = 33,6
animtype = Hard
getpower = 0,10
givepower = 0,5
guardflag = M
hitflag = MAF
priority = 6
pausetime = 7,7
sparkno = 2
sparkxy = -26,-36
hitsound = s3020,1
guardsound = S3020,3
ground.type = Low
ground.slidetime = 17
ground.hittime  = 22
ground.velocity = -2
airguard.velocity = -1
air.velocity = -1,-.5
envshake.time = 7
palfx.time = 20
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 3000, Hit 8]
type = HitDef
trigger1 = AnimElem = 23
attr = S, HA
damage    = 33,6
animtype = Hard
getpower = 0,10
givepower = 0,5
guardflag = M
hitflag = MAF
priority = 6
pausetime = 15,15
sparkno = 2
sparkxy = -23,-33
hitsound = s3020,2
guardsound = S3020,3
ground.type = High
ground.slidetime = 18
ground.hittime  = 22
ground.velocity = 0
airguard.velocity = -1
air.velocity = 0,-.5
envshake.time = 15
palfx.time = 20
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 3000, Hit 9]
type = HitDef
trigger1 = AnimElem = 27
attr = S, HA
damage    = 33,6
animtype = Hard
getpower = 0,10
givepower = 0,5
guardflag = M
hitflag = MAF
priority = 6
pausetime = 15,15
sparkno = 2
sparkxy = -23,-33
hitsound = s3020,2
guardsound = S3020,3
ground.type = High
ground.slidetime = 23
ground.hittime  = 28
ground.velocity = -2
airguard.velocity = -1
air.velocity = -1,-.5
envshake.time = 15
palfx.time = 20
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 3020, Hit 10]
type = HitDef
trigger1 = AnimElem = 32
attr = S, HA
damage    = 100, 25
animtype = Up
getpower = 0, 20
givepower = 0, 10
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 30,30
sparkno = 2
sparkxy = -4,-64
hitsound = S1,3
guardsound = S3020,3
volume = 255
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
guard.velocity = -8
ground.velocity = -2,-12
airguard.velocity = -2,-12
air.velocity = -2,-12
fall = ifelse(p2name = "Mercedes Benz",0, 1)
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 255,255,255
palfx.mul = 255,255,255
envshake.time = 30
envshake.freq = 135
envshake.ampl = 45
fall.envshake.time = 19

[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 3020, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Morph in Chou Mighty Dai San Dan Kai (turn and... i don't know!!!!)
[Statedef 4000]
type    = S
movetype= I
physics = S
juggle  = 0
ctrl = 0
velset = 0,0,0
anim = 4000
PowerAdd = -3000

[State 3000, 0]
type = AssertSpecial
trigger1 = Time = [0, 596]
flag = nomusic

[State 3000, 1]
type = SuperPause
trigger1 = Time = 0
pos =  0,-23
anim = 102
time = 586
movetime = 586

[State 410, 1]
type = PlaySnd
trigger1 = Time = 120
trigger2 = Time = 300
trigger3 = Time = 480
value = 4000,0
volume = 0
channel = 1

[State 410, 1]
type = StopSnd
trigger1 = TIme = 595
channel = 1

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = 3000,1
volume = 0

[State 410, 2a]
type = PlaySnd
trigger1 = Time = 0
value = 3001,0
volume = 0

[State 410, 2b]
type = PlaySnd
trigger1 = Time = 158
trigger2 = Time = 236
trigger3 = Time = 314
trigger4 = Time = 392
trigger5 = TIme = 470
trigger6 = Time = 548
value = 3001, 2
volume = 0

[State 410, 2c]
type = PlaySnd
trigger1 = Time = 125
trigger2 = Time = 203
trigger3 = Time = 281
trigger4 = Time = 359
trigger5 = TIme = 437
trigger6 = Time = 515
value = 6000, 0
volume = 0

[State 410, 2d]
type = PlaySnd
trigger1 = Time = 120
trigger2 = Time = 198
trigger3 = Time = 276
trigger4 = Time = 354
trigger5 = TIme = 432
trigger6 = Time = 510
value = 3001, 1
volume = 0

[State 410, 2e]
type = PlaySnd
trigger1 = Time = 120
trigger2 = Time = 198
trigger3 = Time = 276
trigger4 = Time = 354
trigger5 = TIme = 432
trigger6 = Time = 510
value = 1000,0
volume = 0

[State 3000, Demo1]
type = Explod
trigger1 = Time = 158
trigger2 = Time = 236
trigger3 = Time = 314
trigger4 = Time = 392
trigger5 = TIme = 470
trigger6 = Time = 548
anim = 3001
ID = 3001
postype = p1
pos = 0,0
facing = 1
removetime = 27
ontop = 1
removeongethit = 1
supermove = 1
supermovetime = 586

[State 3000, Demo2]
type = Explod
trigger1 = Time = 125
trigger2 = Time = 203
trigger3 = Time = 281
trigger4 = Time = 359
trigger5 = TIme = 437
trigger6 = Time = 515
anim = 3011
ID = 3011
postype = p1
pos = 0,0
facing = 1
removetime = 27
ontop = 1
removeongethit = 1
supermove = 1
supermovetime = 586

[State 210, 3a]
type = EnvShake
trigger1 = Time = 120
trigger2 = Time = 198
trigger3 = Time = 276
trigger4 = Time = 354
trigger5 = TIme = 432
trigger6 = Time = 510
time = 18

[State 210, 3b]
type = EnvShake
trigger1 = Time = 510
time = 36
ampl = 20

[State 954, 1]
type = EnvColor
trigger1 = Time = 120
trigger2 = Time = 198
trigger3 = Time = 276
trigger4 = Time = 354
trigger5 = TIme = 432
trigger6 = Time = 510
value = 255,0,0
time = 3

[State 210, Var]
type = varSet
trigger1 = Time = 20
v = 6
value = 1

[State 210, Inv]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 596

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

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
[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

; Mighty na forma Chou não pode ser arremessado
[State -2, Special]
type = Null;NotHitBy
trigger1 = Var(6) = 1
trigger1 = 1
value = ,NT,ST,HT
time = 1

[State -2, 3]
type = DefenceMulSet
trigger1 = Var(5) = 1
trigger1 = Time = 0
value = .95

[State -2, 4]
type = PalFX
triggerall = Var(5) = 1
triggerall = Var(6) != 1
triggerall = Movetype != H
trigger1 = TimeMod = 60,1; 20,12
add = 255,255,255
mul = 255,255,255
;sinadd = 255,255,255, 20
time = 4;20

[State -2, Recover]
type = PlaySnd
triggerall = stateno = 5210
trigger1 = Time = 1
value = 200,0
volume = 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, 10]
type = DefenceMulSet
trigger1 = Var(6) = 1
value = 0.5

[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(1101) = 1 || projhit(1120) = 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

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