;
;  ѧԺֵ  ,  " Brider-Xi "
;  չ cns  -2 cns ( -2 cns    )
;
[Data]
life = 1000    
power = 5000    
attack = 100   
defence = 100  
fall.defence_up = 50    
liedown.time = 50    
airjuggle = 15    
sparkno = 1     
guard.sparkno = 40    
KO.echo = 0     
volume = 150     
intpersistindex = 5,20  
floatpersistindex = 40   

[Size]
xscale = 0.9 ; <== ѾȷĶ     
yscale = 0.9 ; <== ѾȷĶ     
ground.back      = 15      
ground.front     = 16     
air.back         = 19      
air.front        = 19      
height           = 70      
attack.dist      = 160      
proj.attack.dist = 90      
proj.doscale     = 0        
head.pos         = 0, -82  
mid.pos          = 0, -52  
shadowoffset     = 1        
draw.offset      = 0,0    

[Velocity]
walk.fwd     = 2.6       
walk.back    = -2.5       
run.fwd      = 6.6, 0    
run.back     = -5.8,-4    
jump.neu     = 0,-9      
jump.back    = -3.6        
jump.fwd     = 3.7         
runjump.back = -2.55,-8.1 
runjump.fwd  = 4.2,-8.7    
airjump.neu  = 0,-8.1      
airjump.back = -2.5        
airjump.fwd  = 2.55       

[Movement]
airjump.num     = 0     
airjump.height  = 35   
yaccel          = .56   
stand.friction  = .85   
crouch.friction = .82  

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

;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

;[State 40, AI]
;type = ChangeState
;triggerall = var(59)
;trigger1 = Time = 0
;value = 0
;ctrl = 1

[State 40, 1]
type = VarSet
trigger1 = time = 0
var(4) = 0

[State 40, 1]
type = VarSet
trigger1 = command != "holdup"
var(4) = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(4) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(4) = 1
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = -6

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

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

[Statedef 41]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 41,]
type = ChangeState
trigger1 = !var(59)
value = 0
ctrl = 1

[State 40, 2]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = const(velocity.jump.fwd.x)
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

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

[Statedef 42]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, AI]
type = ChangeState
triggerall = !var(59)
trigger1 = Time = 0
value = 0
ctrl = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, 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

[Statedef 43]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = time = 0
var(4) = 0

[State 40, 1]
type = VarSet
trigger1 = time = 1
var(4) = 1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(4) = 1
x = const(velocity.jump.fwd.x)
y = -6


[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = const(velocity.runjump.fwd.x)


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


[Statedef 44]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = const(velocity.jump.fwd.x)
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
x = const(velocity.runjump.fwd.x)

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



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

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

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

[State 191,]
type = PlaySnd
triggerall = time = 0
;triggerall = Var(4) = 0
triggerall = Var(3) != 0
trigger1 = Alive
value = s3,2
channel = 4

[State 191,]
type = PlaySnd
triggerall = time = 0
triggerall = Var(4) = 0
triggerall = Var(3) = 0
trigger1 = Alive
value = s3,1
channel = 4

[State 191,]
type = PlaySnd
triggerall = time = 0
triggerall = Var(4) = 1
triggerall = Var(3) = 0
trigger1 = Alive
value = s3,0
channel = 4

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
;trigger1 = Var(4) = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 2];Wv
type = null;ChangeAnim
trigger1 = Time = 0
trigger1 = Var(4) = 1
value = 49

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

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47
veladd = 0,0

[State 191,]
type = PlaySnd
trigger1 = Time = 0
value = s4,0

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

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

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

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

; ʼ cns >>>>>>>>>>>>>>>>>>>>>>>>>
;

[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 2] ;ROUND1, open
type = AssertSpecial
trigger1 = 1
flag = Intro 

[State 191]
type=Explod
trigger1=AnimElem = 8
anim=19102;vvvvvvvvЧ
pos=0,3
postype=p1
scale = .9,.9
sprpriority = 5
ownpal=1

[state 6, sound]
type = playsnd
trigger1 = AnimElem = 2 
value = 50, 1

[state 6, sound]
type = playsnd
trigger1 = AnimElem = 14 
value = 50, 6

[state 6, sound]
type = playsnd
trigger1 = AnimElem = 26 
value = 50, 2

[State 191, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;]]]]]]]]]]]]]]]]]]]]]]]]]]]]]
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 192, 2] ;ROUND1, show time 
type = AssertSpecial
trigger1 = 1
flag = Intro 

[State 192]
type=Explod
trigger1=AnimElem = 1
anim=19201; eeeee p1
pos=0,0
postype=p1
scale = 0.9,0.9
sprpriority = 5
ownpal=1


[State 192]
type=Explod
trigger1=AnimElem = 1
anim=19202; eee222 Ħг
pos=0,0
postype=p1
scale = 0.9,0.9
sprpriority = 4
ownpal=1
shadow = 20,20,20

[state 6, sound]
type = playsnd
trigger1 = AnimElem = 1 || AnimElemtime(13) = 10
value = 60, 4


[State 192, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;eeeeeeeeeeeeeeee
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 192, 2] ;ROUND1, show time  
type = AssertSpecial
trigger1 = 1
flag = Intro
 
[state 6, sound]
type = playsnd
trigger1 = AnimElem = 3
value = 60,15

[state 6, sound]
type = playsnd
trigger1 = AnimElem = 4
value = 60, 12

[state 6, sound]
type = playsnd
trigger1 = AnimElem = 15
value = 50, 8


[state 6, sound]
type = playsnd
trigger1 = time=132
value = 60, 13

[state 6, sound]
type = playsnd
trigger1 = AnimElem = 25
value = 50, 2

[state 6, sound]
type = playsnd
trigger1 = time=190 || time=200
value = 60, 12


[state 6, sound]
type = playsnd
trigger1 = time=414 || time=444
value = 60, 1




[State 18]
type=Explod
trigger1=time=132
anim=19400
pos=40,0
postype=p1
scale = .9,.9
sprpriority = 5
ownpal=1

[State 12]
type=Explod
trigger1=time=132
anim=4126
pos=40,2
postype=p1
scale = 1.3,1.3
sprpriority = -4
ownpal=1

[State 8,6e]
type = Envshake
trigger1 = time = 132 || time=230 || time=414 || time=444
time = 18


[State 18]
type=Explod
trigger1=time=190
anim=1882
pos=0,-20
postype=p1
scale = .6,.6
sprpriority = 4
ownpal=1
[State 18]
type=Explod
trigger1=time=200
anim=1882
pos=-50,-20
postype=p1
scale = .6,.6
sprpriority = 4
ownpal=1


[State 18]
type=Explod
trigger1=time=230
anim=4206
pos=-10,-20
postype=p1
scale = 1,1
sprpriority = 5
ownpal=1

[State 183]
type=Explod
trigger1=time=414 || time=444
anim=1885
pos=29,-148
postype=p1
scale = .56,.56
sprpriority = 5
ownpal=1


[state 6, sound]
type = playsnd
trigger1 = time=230 
value = 12, 5




[State 193, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;***************
[Statedef 19300]
type = S
ctrl = 0
anim = 19300
velset = 0,0

[State 192, 2] ;ROUND1,  vs >>  Լ 
type = AssertSpecial
trigger1 = 1
flag = Intro
 
[state 6, sound]
type = playsnd
trigger1 = AnimElem = 10
value = 50, 8


[state 6, sound]
type = playsnd
trigger1 = AnimElem = 12 || AnimElem = 13
value = 50, 2

[state 6, sound]
type = playsnd
trigger1 = AnimElem = 15
value = 50, 5


[State 19300, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0





;=================
;-----------
;0000000000000000


;\\\\\\\\\\\\\\\\\\\\\\\\\\\ ƶ
[Statedef 195]
type     = S
movetype = I
physics  = S
anim     = 195
velset   = 0,0
poweradd= 600
sprpriority = 2 
facep2 = 1
ctrl = 0    

[State 1,2]
type = Varset
trigger1 = time=1
var(22) = 0

[State 18,333]
type = VarRandom
trigger1 = time = 2
v = 22
range = 0,7


[State 1,3]
type = Varset
trigger1 = command = "holdfwd"
var(22) = 7


[State 18]
type=Explod
trigger1=AnimElem = 4
trigger1 = var(22) = 7
anim=1886
pos=-13,2
postype=p1
scale = .9,.9
sprpriority = 5
ownpal=1

[State 12]
type=Explod
trigger1=AnimElem = 4
trigger1 = var(22) = 7
anim=4126
pos=-13,2
postype=p1
scale = 1.3,1.3
sprpriority = -4
ownpal=1

[State 8,6e]
type = null;Envshake
trigger1 = AnimElem = 4
trigger1 = var(22) = 7
time = 16

[State 181,3]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = var(22) = 7
value = s60,1


[State 181,3]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,3

[State 195, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\ ʤĶ

[Statedef 180]
type = S

[State 10,2]
type = Varset
trigger1 = 1
var(33) = 0

[State 180,333]
type = VarRandom
trigger1 = time = 0
v = 21
range = 0,2

[State 180,2]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(21) = 0
value = 184

[State 180,2]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(21) = 1
value = 182

[State 180,2]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(21) = 2
value = 185
;==========================
[Statedef 182]
type = S
anim = 183
velset = 0,0
ctrl = 0

[State 183]
type=Explod
trigger1=time=123
anim=1885
pos=58,-85
postype=p1
scale = .56,.56
sprpriority = 5
ownpal=1

[State 8,6e]
type = Envshake
trigger1 = time = 123
time = 16

[State 181,2]
type = PlaySnd
trigger1 = time=122
value = 60,13


[State 182, 222]
type = AssertSpecial
trigger1 = time = [0,260]
flag = roundnotover

;---------------
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 181,2]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 7
value = 50,8


[State 181,2]
type = PlaySnd
trigger1 = AnimElem = 9 || AnimElem = 13
value = 50,7


[State 184, 222]
type = AssertSpecial
trigger1 = time = [0,360]
flag = roundnotover

;---------
[Statedef 185]
type = S
ctrl = 0
anim = 185
velset = 0,0

[state 6, sound]
type = playsnd
trigger1 = AnimElem = 3
value = 10, 2

[state 6, sound]
type = playsnd
trigger1 = AnimElem = 5
value = 50, 6

[state 6, sound]
type = playsnd
trigger1 = AnimElem = 14
value = 50, 5


[State 185, 222]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover
;*********


;*************************************  

[Statedef 200]
type     = S           
movetype = A   
physics  = S     
juggle   = 8         
velset   = 0,0      
anim     = 200    
poweradd = 100        
sprpriority = 2  
ctrl = 0  

[State 200, 1]
type = HitDef            
trigger1 = AnimElem = 2  
attr = S, NA  
damage = 35, 1            
animtype = Light    
guardflag = MA       
hitflag = MAF         
priority = 3, Hit    
pausetime = 9, 10      
sparkno = s4000    
guard.sparkno = s4100   
sparkxy = -20, -90      
hitsound = s1,0         
guardsound = s2,0         
ground.type = High       
ground.slidetime = 8    
ground.hittime  = 10  
ground.velocity = -4.5,0  
airguard.velocity = -1.9,-.8 
air.type = Low              
air.velocity = -1.4,-3      
air.hittime = 12      
air.fall = 1

[State 200, 3]
type = PlaySnd
trigger1 = AnimElem = 2
;trigger1 = random < 300
value = 10,0

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0 
value = 0
ctrl = 1
;2222222222222222222222222222222222222

;----------------------------- ȭ

[Statedef 210]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 100
velset   = 0,0
anim     = 210
sprpriority = 2
ctrl     = 0

[State 22, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 68, 1
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -90
hitsound = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -6.3
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 2
;trigger1 = random < 300
value = 10, 1


[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------
[Statedef 215]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 90
velset   = 0,0
anim     = 215
sprpriority = 2
ctrl     = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 58, 1
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -90
hitsound = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -7
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 2
;trigger1 = random < 300
value = 10, 2

[State 215, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;\\\\\\\\\\\\\
; c
[Statedef 218]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 100
velset   = 0,0
anim     = 218
sprpriority = 2
ctrl = 0

[State 218,22]
type = Posadd
trigger1 = time >= 13 && time <= 25
x = 2.6

[State 218, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = diagup;Hard
damage    = 70,1
guardflag = MA
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4110
sparkxy = -25,-79
hitsound   = s1,4
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = -8,-4
air.velocity = -8,-2.2
fall = 1
fall.recover = 0
air.fall = 1

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 2
;trigger1 = random < 700
value = 60, 2
channel = 4

[State 218, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;============================  

[Statedef 230]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 110
velset   = 0,0
anim     = 230
sprpriority = 2
ctrl = 0

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 26,1
guardflag = MA
pausetime = 9,10
sparkno = s4000
guard.sparkno = s4100
sparkxy = -20, -90
hitsound = s1,2
guardsound = s2,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
air.fall = 1

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 2
;trigger1 = random < 300
value = 10,2

[State 230, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;2222222222222222222
[Statedef 235]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 90
velset   = 0,0
anim     = 235
sprpriority = 2
ctrl  = 0

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 26,1
guardflag = MA
pausetime = 9,10
sparkno = s4000
guard.sparkno = s4100
sparkxy = -20, -65
hitsound = s1,2
guardsound = s2,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
air.fall = 1

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 3
;trigger1 = random < 700
value = 10, 2



[State 235, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;ooooooooooooooooooooooo
[Statedef 238]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 80
velset   = 0,0
anim     = 230
sprpriority = 2
ctrl     = 0

[State 238,888]
type = Posadd
trigger1 = time >= 10 && time <= 17
x = 0.9

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 27,1
guardflag = MA
pausetime = 9,10
sparkno = s4000
guard.sparkno = s4100
sparkxy = -20, -90
hitsound = s1,2
guardsound = s2,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
air.fall = 1

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 2
;trigger1 = random < 700
value = 10, 2


[State 238, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;333333333333333333333333333333  
[Statedef 240]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 100
velset   = 0,0
anim  = 240
sprpriority = 2
ctrl = 0

[State 200,]
type = Posadd
trigger1 = time >= 11 && time <= 21
x = 0.3

[State 240, 3]
type = HitDef 
trigger1 = AnimElem = 3 || AnimElem = 4
attr = S, NA
damage = 38, 1
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -100
hitsound = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -8.3
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1


[State 200, 3]
type = PlaySnd
trigger1 = AnimElem = 2
;trigger1 = random < 200
value = 10, 36


[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;245
;ؽ
[Statedef 245]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 90
velset   = 0,0
anim     = 245
sprpriority = 2
ctrl  = 0

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Hard
damage    = 40,1
guardflag = MA
pausetime = 9,10
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -65
hitsound = s1,3
guardsound = s2,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
air.fall = 1

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 60, 2


[State 245, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;==============================
;  x
[Statedef 600]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 100
anim     = 600
sprpriority = 2
ctrl     = 0

[State 600, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 0

[State 600, 5]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA    
damage    = 20,1
guardflag = HA  
priority = 3
pausetime = 8,9
sparkno = s4000
guard.sparkno = s4100
sparkxy = -15,-80
hitsound   = s1,0
guardsound = s2,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3
air.fall = 1 

;  y
[Statedef 610]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 100
anim     = 610
sprpriority = 2
ctrl     = 0

[State 600, 5]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 1

[State 600, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA    
damage    = 20,1
guardflag = HA  
priority = 3
pausetime = 8,9
sparkno = s4000
guard.sparkno = s4100
sparkxy = -15,-80
hitsound   = s1,0
guardsound = s2,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3
air.fall = 1 

;   y
[Statedef 615]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 100
anim     = 615
sprpriority = 2
ctrl     = 0

[State 600, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 0

[State 600, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA    
damage    = 20,1
guardflag = HA  
priority = 3
pausetime = 8,9
sparkno = s4000
guard.sparkno = s4100
sparkxy = -15,-80
hitsound   = s1,0
guardsound = s2,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3
air.fall = 1



;---------------------------
;   a
[Statedef 640]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 120
anim     = 640
sprpriority = 2
ctrl     = 0

[State 640, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 2

[State 640, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 70,1
guardflag = HA
priority = 4
pausetime = 12,13
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-83
hitsound   = s1,3
guardsound = s2,0
animtype = Hard
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -5
air.velocity = -3,-4
air.fall = 1 


;    a
[Statedef 645]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 120
anim     = 645
sprpriority = 2
ctrl     = 0

[State 640, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 2

[State 640, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 70,1
guardflag = HA
priority = 4
pausetime = 12,13
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-83
hitsound   = s1,3
guardsound = s2,0
animtype = Hard
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -5
air.velocity = -3,-4
air.fall = 1 

;   b
[Statedef 650]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 120
anim     = 650
sprpriority = 2
ctrl     = 0

[State 640, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 36

[State 640, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 70,1
guardflag = HA
priority = 4
pausetime = 12,13
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-83
hitsound   = s1,3
guardsound = s2,0
animtype = Hard
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -5
air.velocity = -3,-4
air.fall = 1 



;$$$$$$$$$$$$$$$$$$$$$$$
; ǰµ vvvvvvvvvvvvvv
[Statedef 700]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 700
ctrl     = 0
velset   = 0,0
sprpriority = -2

[State 700,3]
type=AfterImage
trigger1 = Time = 0
time=30
length=11
trans=add1

[State 700,88]
type = Poweradd
triggerall = time = 0
trigger1 = prevstateno = [150,151]
value = -1000

[State 700,88]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [150,151]
time = 5
add = 230,230,230

[State 200, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,37


[State 2100, 5]
type = AfterImage
triggerall = prevstateno = [150,151]
trigger1 = AnimElem = 2
time = 24
length = 6     
timegap = 2     
framegap = 2   
palbright = 1, 1, 1
palcontrast = 128, 128, 128
paladd = 0, 0, 0
palmul = 1, 1, 1
trans = Add1

[State 2100, 3] 
type = HitBy
trigger1 = AnimElem = 8, <= 0
value = SC, NT, ST, HT 

[State 2100, 3]
type = VelSet
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(8) < 0
x = 4.2
y = 0

[State 2100, 3]
type = VelSet
trigger1 = AnimElem = 8
x = 0
y = 0

[State 2100, 3]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0 
value = 0

[State 700, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------
; µ

[Statedef 710]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 710
ctrl     = 0
velset   = 0,0
sprpriority = -2

[State 710,3]
type=AfterImage
trigger1 = Time = 0
time=30
length=11
trans=add1

[State 700,3]
type = Poweradd
triggerall = time = 0
trigger1 = prevstateno = [150,151]
value = -1000

[State 700,3]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [150,151]
time = 5
add = 230,230,230

[State 200, 22]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,37


[State 2110, 22]
type = AfterImage
triggerall = prevstateno = [150,151]
trigger1 = AnimElem = 3
time = 24
length = 6
timeGap = 2
frameGap = 2
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1	
trans = Add1

[State 2110, 22]
type = HitBy
trigger1 = AnimElem = 8, <= 0
value = SC, NT, ST, HT

[State 2110, 22]
type = VelSet
trigger1 = AnimElemTime(3) > 0 && AnimElemTime(8) < 0
x = -4.2
y = 0

[State 2110, 22]
type = VelSet
trigger1 = AnimElem = 8
x = 0
y = 0

[State 2110, 22]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0 
value = 0

[State 710, 22]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=======================
[Statedef 800]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 800
sprpriority = 2
ctrl     = 0

[State 800, 22]
type = HitDef
trigger1 = Time = 0
attr = S, NT         
hitflag = M-         
priority = 1, Miss   
sparkno = s4040       
sparkxy = -25,-88
hitsound = s20,11
guardsound = s2,1
p1sprpriority = 1    
p2sprpriority = 0  
p1facing = 1       
p2facing = 1     
p1stateno = 830 
p2stateno = 840
guard.dist = 0  
fall = 1        
numhits = 0

[State 800,22]
type = NotHitBy
trigger1 = time = 0
value = SCA,NT,ST,HT
time = 1

[State 800, 22]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------

[Statedef 830]
type    = S
movetype= A
physics = N
anim = 830
poweradd= 150
ctrl = 0

[State 100]
type = posset
trigger1 = time=0
y=0

[state 6, sound]
type = playsnd
trigger1 = AnimElem = 4
value = 60, 16

[State 301,3]
type=Targetlifeadd
trigger1=Animelem=1
value=-56
kill = 0

[State 301,3]
type=Targetlifeadd
trigger1=Animelem=5
value=-80

[State 830]
type = targetbind
trigger1 = animelem=1
pos = 20,0

[State 1070]
type = targetbind
trigger1 = animelem=2
pos = 30,-10

[State 1070]
type = targetbind
trigger1 = animelem=3
pos = -25,-120
[State 1070]
type = targetbind
trigger1 = animelem=4
pos = -80,-90
[State 1070]
type = targetbind
trigger1 = animelem=5
pos = -110,0
[State 1070]
type = targetbind
trigger1 = animelem=6
pos = -115,0


[State 222]
type=Explod
trigger1=animelem=5
anim=4128
pos=0,-7
postype=p2
sprpriority = -4
ownpal=1
[State 223]
type=Explod
trigger1=animelem=5
anim=4129
pos=0,-9
postype=p2
sprpriority = 5
ownpal=1

[State 8, 6eee]
type = Envshake
trigger1 = animelem=5
time = 20

[state 6, sound]
type = playsnd
trigger1 = AnimElem = 5
value = 12, 7

[State 91, 1]
type = Turn
trigger1 = AnimTime = 0

[State 830, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------
[Statedef 840]
type    = A
movetype= H
physics = N
poweradd = 30
ctrl=0

[State 840,1]
type=Changeanim2
trigger1=Time=0
value=840

[State 102, 3]
type = Sprpriority
trigger1 = animelem=1 
value = -4
[State 102, 3]
type = Sprpriority
trigger1 = animelem=7 
value = 4

[State 10]
type = posset
trigger1 = AnimTime = 0
y=0

[State 840,2]
type=SelfState
trigger1 = lose = 1
trigger1 = AnimTime = 0
value=5110

[State 840,3]
type=SelfState
trigger1 = AnimTime = 0
value=5120
;\\\\\\\\\\\\\\\\
[Statedef 860]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 860
sprpriority = 2
ctrl     = 0

[State 860, 22]
type = HitDef
trigger1 = Time = 0
attr = S, NT         
hitflag = M-         
priority = 1, Miss   
sparkno = s4030       
sparkxy = -20,-90
hitsound = s20,10
guardsound = s2,1
p1sprpriority = 1    
p2sprpriority = 0  
p1facing = 1       
p2facing = 1     
p1stateno = 870 
p2stateno = 880
guard.dist = 0  
fall = 1        
numhits = 0

[State 800,22]
type = NotHitBy
trigger1 = time = 0
value = SCA,NT,ST,HT
time = 1

[State 860, 22]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;////////////

[Statedef 870]
type    = S
movetype= A
physics = N
anim = 870
poweradd= 150
ctrl = 0

[State 100]
type = posset
trigger1 = time=0
y=0

[state 6, sound]
type = playsnd
trigger1 = AnimElem = 6
value = 60, 16


[State 301,3]
type=Targetlifeadd
trigger1=Animelem=1
value=-56
kill = 0

[State 301,3]
type=Targetlifeadd
trigger1=Animelem=8
value=-90


[State 830]
type = targetbind
trigger1 = animelem=5
pos = 30,0

[State 1070]
type = targetbind
trigger1 = animelem=6
pos = 40,-60

[State 1070]
type = targetbind
trigger1 = animelem=7
pos = 60,-150

[State 1070]
type = targetbind
trigger1 = animelem=8
pos = 170,0

[State 222]
type=Explod
trigger1=animelem=8
anim=4128
pos=0,-7
postype=p2
sprpriority = -4
ownpal=1
[State 223]
type=Explod
trigger1=animelem=8
anim=4129
pos=0,-9
postype=p2
sprpriority = 5
ownpal=1

[State 8, 6eee]
type = Envshake
trigger1 = animelem=8
time = 20

[state 6, sound]
type = playsnd
trigger1 = AnimElem = 8
value = 12, 7


[State 2, pos22]
type = PosAdd
trigger1 = AnimTime = 0
x = 92

[State 870, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------
[Statedef 880]
type    = A
movetype= H
physics = N
poweradd = 30
ctrl=0

[State 102, 3]
type = Sprpriority
trigger1 = animelem=1 
value = -4

[State 840,1]
type=Changeanim2
trigger1=Time=0
value=880

[State 23, pos22]
type = PosAdd
trigger1 = AnimTime = 0
x = -43

[State 10]
type = posset
trigger1 = AnimTime = 0
y=0

[State 840,2]
type=SelfState
trigger1 = lose = 1
trigger1 = AnimTime = 0
value=5110

[State 840,3]
type=SelfState
trigger1 = AnimTime = 0
value=5120


;***********************************
;  x 

[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 150
velset = 0,0
anim = 1000
sprpriority = 4
ctrl = 0

[State 88]
type=Explod
trigger1=AnimElem = 4
anim=1881;
pos=43,-91
postype=p1
scale = .9,.9
sprpriority = 5
ownpal=1

[State 88]
type=Explod
trigger1=movehit = 1
anim=1882;
pos=-20,-60
postype=p2
scale = .9,.9
sprpriority = 4
ownpal=1

[state 6, sound]
type = playsnd
trigger1 = AnimElem = 1
value = 10, 1
[state 6, sound]
type = playsnd
trigger1 = AnimElem = 3
value = 60, 1

[State 1000, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 70, 1
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s89;
guard.sparkno = s4110
sparkxy = -20, -90
hitsound = s60,12
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
palfx.time = 40
palfx.sinadd = 50,50,50,30
palfx.add = 50,50,50
palfx.mul = 217,241,255  
palfx.invertall = 1
palfx.color = 0
air.fall = 1

[state 1000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;00000000000000
;  y

[Statedef 1010]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 100
velset = 0,0
anim = 1010
sprpriority = 4
ctrl = 0

[state 6, sound]
type = playsnd
trigger1 = AnimElem = 1
value = 60, 5

[state 6, sound]
type = playsnd
trigger1 = AnimElem = 3 || AnimElemTime(3) = 15
value = 60, 1

[State 88]
type=Explod
trigger1=AnimElem = 3
anim=1881;
pos=85,-83
postype=p1
scale = .9,.9
sprpriority = 5
ownpal=1
[State 88]
type=Explod
trigger1 = AnimElemTime(3) = 15
anim=1881;
pos=100,-83
postype=p1
scale = .9,.9
sprpriority = 5
ownpal=1

[State 88]
type=Explod
trigger1=movehit = 1
anim=1882;
pos=-20,-60
postype=p2
scale = .9,.9
sprpriority = 4
ownpal=1


[State 1000, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 68, 1
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s89;
guard.sparkno = s4110
sparkxy = -20, -90
hitsound = s60,12
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -2
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
palfx.time = 40
palfx.sinadd = 50,50,50,30
palfx.add = 50,50,50
palfx.mul = 217,241,255  
palfx.invertall = 1
palfx.color = 0
air.fall = 1

[State 1000, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 68, 1
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s89;
guard.sparkno = s4110
sparkxy = -20, -90
hitsound = s60,12
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = -8,-4
air.velocity = -8,-2.2
fall = 1
fall.recover = 0
air.fall = 1
palfx.time = 40
palfx.sinadd = 50,50,50,30
palfx.add = 50,50,50
palfx.mul = 217,241,255  
palfx.invertall = 1
palfx.color = 0
air.fall = 1

[state 1010]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----  x
[Statedef 1020]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 100
velset = 0,0
anim = 1020
sprpriority = 4
ctrl = 0

[State 200, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,0

[State 11, 22]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype  = Medium
damage    = 36,1
hitflag = MAF
guardflag = L
pausetime = 9,10
sparkno = s4000
guard.sparkno = s4100
sparkxy = -20, -60
hitsound = s1,0
guardsound = s2,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 9
ground.velocity = -7
air.velocity = -2.5,-3.5
air.fall = 1

[state 10]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1

;----222  a
[Statedef 1030]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 100
velset = 0,0
anim = 1030
sprpriority = 4
ctrl = 0

[State 200, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,2

[State 11, 22]
type = HitDef
trigger1 = AnimElem = 2
attr = c, NA
damage = 48, 1
animtype = Light
hitflag = MAF
guardflag = L
priority = 3, Hit
pausetime = 10, 11
sparkno = s4000
guard.sparkno = s4100
sparkxy = -20, -10
hitsound = s1,2
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -7
airguard.velocity = -0.3,-1.8
air.type = High
air.velocity = -0.5,-3
air.hittime = 12

[state 10]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1

;33333333333
;----33  y
[Statedef 1040]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 100
velset = 0,0
anim = 1040
sprpriority = 4
ctrl = 0

[State 200, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,1

[State 11, 22]
type = HitDef
trigger1 = AnimElem = 3
attr = c, NA
damage = 48, 1
animtype = Light
hitflag = MAF
guardflag = L
priority = 3, Hit
pausetime = 10, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -50
hitsound = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -7
airguard.velocity = -0.3,-1.8
air.type = High
air.velocity = -0.5,-3
air.hittime = 12

[state 10]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1

;========
;----  b
[Statedef 1050]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 100
velset = 0,0
anim = 1050
sprpriority = 4
ctrl = 0

[State 200, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,36

[State 11, 22]
type = HitDef
trigger1 = AnimElem = 3
attr = c, NA
damage = 48, 1
animtype = back;Hard
hitflag = MAF
guardflag = L
priority = 3, Hit
pausetime = 10, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -50
hitsound = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -3,-4
airguard.velocity = -0.3,-1.8
air.type = High
air.velocity = -3,-3
air.hittime = 12
fall = 1 
air.fall = 1 

[state 10]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1

; 1060 ===========
[Statedef 1060]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 100
velset = 0,0
anim = 1060
sprpriority = 4
ctrl = 0

[State 200, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,37

[State 11, 22]
type = HitDef
trigger1 = AnimElem = 3
attr = c, NA
damage = 48, 1
animtype = back;Hard
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -50
hitsound = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -0.3,-1.8
air.type = High
air.velocity = -3,-3
air.hittime = 12
fall = 0 
air.fall = 1 

[state 10]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1

; 1065 ---------
[Statedef 1065]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 100
velset = 0,0
anim = 1065
sprpriority = 4
ctrl = 0

[State 200, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,1

[State 218,22]
type = Posadd
trigger1 = time >= 5 && time <= 20
x = 5

[State 11, 22]
type = HitDef
trigger1 = AnimElem = 2
attr = c, NA
damage = 58, 1
animtype = back;Hard
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -10
hitsound = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -3,-4
airguard.velocity = -0.3,-1.8
air.type = High
air.velocity = -3,-3
air.hittime = 12
fall = 1 
air.fall = 1 

[state 10]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1


; 1070----------------
[Statedef 1070]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 100
velset = 0,0
anim = 1070
sprpriority = 4
ctrl = 0

[State 200, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = 60,2

[State 200, 1]
type = HitDef            
trigger1 = AnimElem = 2  
attr = S, NA  
damage = 45, 1            
animtype = Light    
guardflag = MA       
hitflag = MAF         
priority = 3, Hit    
pausetime = 0, 0      
sparkno = s4000    
guard.sparkno = s4100   
sparkxy = -20, -20      
hitsound = s1,0         
guardsound = s2,0         
ground.type = High       
ground.slidetime = 8    
ground.hittime  = 10  
ground.velocity = 1,0  
airguard.velocity = 1,-.8 
air.type = Low              
air.velocity = -1.4,-3      
air.hittime = 12      
air.fall = 1


[State 11, 22]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = diagup;Hard
damage    = 70,1
guardflag = MA
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4110
sparkxy = -25,-90
hitsound   = s1,4
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = -5,-8
air.velocity = -5,-8
fall = 1
fall.recover = 0
air.fall = 1





[state 10]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1





; ,,,,,,,,,,,,,,,,,,,,,,,,
; d b x
[Statedef 1200]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 100
velset = 0,0
anim = 1200
sprpriority = 4
ctrl = 0

[state 6,sound]
type = playsnd
trigger1 = AnimElem = 1 
value = 40,2

[State 20]
type = Posadd
trigger1 = time >= 3 && time <= 11
x = 8
   
[State 10,1]
type=AfterImage
trigger1 = AnimElem = 2
time=9
length=11
trans=add1

  
[State 22, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 68, 1
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 22
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -90
hitsound = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -1
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1
kill = 0
p1stateno = 1203


[state 1200]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; db x ׷ӻ
[Statedef 1203]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 100
velset = 0,0
anim = 1203
sprpriority = 4
ctrl = 0

[State 22, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 68, 1
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 22
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -90
hitsound = s1,99;
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -1
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1


[State 1203, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard;diagup;Hard
damage    = 70,1
guardflag = MA
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4110
sparkxy = -25,-79
hitsound   = s1,4
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = -5,-4
air.velocity = -5,-2.2
fall = 1
fall.recover = 0
air.fall = 1



[state 1203]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;==================

; d b y
[Statedef 1300]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 100
velset = 0,0
anim = 1300
sprpriority = 4
ctrl = 0

[state 6,sound]
type = playsnd
trigger1 = AnimElem = 1 
value = 60, 3

[State 20]
type = Posadd
trigger1 = time >= 10 && time <= 20
x = 14

[State 10,3]
type=AfterImage
trigger1 = AnimElem = 2
time=11
length=11
trans=add1
     
[State 22, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 68, 1
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 22
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -90
hitsound = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -1
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1
kill = 0
p1stateno = 1303


[state 1300]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; db x ׷ӻ
[Statedef 1303]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 100
velset = 0,0
anim = 1203
sprpriority = 4
ctrl = 0

[State 22, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 80, 1
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 22
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -90
hitsound = s1,99;Ϊ
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -1
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1
kill = 0

[State 1303, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = diagup;Hard
damage    = 80,1
hitflag = MAF
guardflag = MA
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4110
sparkxy = -25,-79
hitsound   = s1,4
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = -7,-7
air.velocity = -7,-4
fall = 1
fall.recover = 0
air.fall = 1



[state 1303]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;pppppppp
;   fdf x

[Statedef 1400]
type    = S
movetype= A
physics = N
juggle  = 10
poweradd= 100
velset = 0,0
anim = 1400
sprpriority = 4
ctrl = 0

[State 2, 1]
type = NotHitBy
trigger1 = Time >= 0 && time <= 15
value = SCA
time = 2

[State 2, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 60,9

[State 2, 3]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 20]
type = Posadd
trigger1 = AnimElem = 3
y = -5
x = 20
[State 20]
type = Posadd
trigger1 = AnimElem = 4
y = -6
[State 20]
type = Posadd
trigger1 = AnimElem = 5
y = -10
[State 20]
type = Posadd
trigger1 = AnimElem = 6 || AnimElem = 7
y = -1
[State 20]
type = Posadd
trigger1 = AnimElem = 8
y = -15
[State 20]
type = Posadd
trigger1 = time >= 44 
y = 10


[State 20]
type = Posadd
trigger1 = time >= 16 && time <= 42
x = 1
[State 20]
type = Posadd
trigger1 = time >= 43 
x = 0

[State 10,3]
type=null;AfterImage
trigger1 = AnimElem = 1
time=40
length=11
trans=add1

[State 1400, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Hard
damage    = 60,1
guardflag = MA
pausetime = 13,13
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-30
hitsound   = s1,0
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -1,-6
air.velocity = -1,-6
fall = 1
fall.recover = 0
air.fall = 1

kill = 0

[State 1400, 3]
type = HitDef
trigger1 = AnimElem = 3   
attr = S, NA
animtype  = Hard
damage    = 70,1
guardflag = MA
pausetime = 5,5
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-96
hitsound   = s1,2
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
air.fall = 1

kill = 0

[State 1400, 5]
type = HitDef
trigger1 = AnimElem = 5   
attr = S, NA
animtype  = medium
damage    = 70,1
guardflag = MA
pausetime = 5,5
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-96
hitsound   = s1,0
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
air.fall = 1

kill = 0

[State 1400, 8]
type = HitDef
trigger1 = AnimElem = 8 
attr = S, NA
animtype  = diagup
damage    = 70,1
guardflag = MA
pausetime = 15,15
sparkno = s4020
guard.sparkno = s4110
sparkxy = -25,-96
hitsound   = s1,4
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -2,-9
air.velocity = -2,-9
fall = 1
fall.recover = 0
air.fall = 1

envshake.time = 20





[state 13]
type = changestate
trigger1 = time >= 31
trigger1 = pos y >= 0
value =52
ctrl = 0

[state 18]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;pppp222222
;        fdf y

[Statedef 1500]
type    = S
movetype= A
physics = N
juggle  = 10
poweradd= 100
velset = 0,0
anim = 1500
sprpriority = 4
ctrl = 0

[State 2, 1]
type = NotHitBy
trigger1 = Time >= 0 && time <= 15
value = SCA
time = 2

[State 2, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 60,9

[State 2, 1500]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 20]
type = Posadd
trigger1 = AnimElem = 3
y = -5
x=20
[State 20]
type = Posadd
trigger1 = AnimElem = 4
y = -7
[State 20]
type = Posadd
trigger1 = AnimElem = 5
y = -13
[State 20]
type = Posadd
trigger1 = AnimElem = 6 || AnimElem = 7
y = -1
[State 20]
type = Posadd
trigger1 = AnimElem = 8
y = -24
[State 20]
type = Posadd
trigger1 = AnimElem = 9 || AnimElem = 10
y = -1
[State 20]
type = Posadd
trigger1 = AnimElem = 11
y = -27
[State 20]
type = Posadd
trigger1 = time >= 53 
y = 10


[State 20]
type = Posadd
trigger1 = time >= 11 && time <= 52
x = 1.7
[State 20]
type = Posadd
trigger1 = time >= 53 
x = 0

[State 10,3]
type=AfterImage
trigger1 = AnimElem = 1
time=50
length=11
trans=add1

[State 1500, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Hard
damage    = 60,1
guardflag = MA
pausetime = 13,13
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-30
hitsound   = s1,0
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -1,-6
air.velocity = -1,-6
fall = 1
fall.recover = 0
air.fall = 1

kill = 0


[State 1500, 3]
type = HitDef
trigger1 = AnimElem = 3   
attr = S, NA
animtype  = Hard
damage    = 70,1
guardflag = MA
pausetime = 5,5
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-96
hitsound   = s1,2
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
air.fall = 1

kill = 0

[State 1500, 5]
type = HitDef
trigger1 = AnimElem = 5   
attr = S, NA
animtype  = medium
damage    = 70,1
guardflag = MA
pausetime = 5,5
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-96
hitsound   = s1,0
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
air.fall = 1

kill = 0

[State 1500, 8]
type = HitDef
trigger1 = AnimElem = 8 
attr = S, NA
animtype  = diagup
damage    = 70,1
guardflag = MA
pausetime = 6,6
sparkno = s4020
guard.sparkno = s4110
sparkxy = -25,-96
hitsound   = s1,2
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
air.fall = 1

envshake.time = 30
kill = 0


[State 1500, 11]
type = HitDef
trigger1 = AnimElem = 11 
attr = S, NA
animtype  = diagup
damage    = 70,1
guardflag = MA
pausetime = 6,6
sparkno = s1882
guard.sparkno = s4110
sparkxy = -25,-99
hitsound   = s1,4
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -2,-8
air.velocity = -2,-8
fall = 1
fall.recover = 0
air.fall = 1

palfx.time = 90
palfx.sinadd = 50,50,50,30
palfx.add = 50,50,50
palfx.mul = 217,241,255  
palfx.invertall = 1
palfx.color = 0


[state 13]
type = changestate
trigger1 = time >= 31
trigger1 = pos y >= 0
value =52
ctrl = 0

[state 18]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



; kkkkkkkkkkkkkkkkkkkk
; ʽ d f a
[Statedef 1700]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 100
velset = 0,0
anim = 1700
sprpriority = 4
ctrl = 0

[State 12, 2a]
type = Varset
trigger1 = time = 1
var(10) = 0

[State 20]
type = Posadd
trigger1 = time >= 5 && time <= 18
x = 3


[State 12, 2e]
type = Varset
trigger1 = command = "a" || command = "b"
trigger1 = time >= 6
var(10) = 2


[state 6,sound]
type = playsnd
trigger1 = AnimElem = 3 
value = 60, 14

[State 2, 3]
type = HitDef 
trigger1 = time=0
attr = S, NA
damage = 50, 1
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -100
hitsound = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1


[state 13,1]
type = changestate
triggerall = !var(59)
trigger1 = AnimElem = 5 && var(10) = 2
value = 1702
ctrl = 0

[state 13]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; ж
[Statedef 1702]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 100
velset = 0,0
anim = 1702
sprpriority = 4
ctrl = 0

[State 12, 2a]
type = Varset
trigger1 = time = 1
var(10) = 0

[State 20]
type = Posadd
trigger1 = time >= 5 && time <= 16
x = 3



[State 12, 2e]
type = Varset
trigger1 = command = "a" || command = "b"
trigger1 = time >= 6
var(10) = 2

[state 6,sound]
type = playsnd
trigger1 = AnimElem = 3 
value = 60, 14

[State 2, 3]
type = HitDef 
trigger1 = time=0
attr = S, NA
damage = 50, 1
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 15, 15
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -100
hitsound = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1



[state 13,1]
type = changestate
trigger1 = AnimElem = 4 && var(10) = 2
value = 1704
ctrl = 0


[state 13]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;  
[Statedef 1704]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 100
velset = 0,0
anim = 1704
sprpriority = 4
ctrl = 0

[State 20]
type = Posadd
trigger1 = time >= 6 && time <= 18
x = 3


[state 6,sound]
type = playsnd
trigger1 = AnimElem = 3 
value = 10, 36

[State 2, 3]
type = HitDef 
trigger1 = time=0
attr = S, NA
damage = 80, 1
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -70
hitsound = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -12
airguard.velocity = -3,-3
air.type = High
air.velocity = -3,-3
air.hittime = 12
air.fall = 1
fall = 1

[state 13]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


; 22222222 222222222222222


; d b a
[Statedef 1720]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 100
velset = 0,0
anim = 1720
sprpriority = 4
ctrl = 0

[state 6,sound]
type = playsnd
trigger1 = AnimElem = 1 
value = 60, 15

[State 20]
type = Posadd
trigger1 = time >= 6 && time <= 17
x = 3.6

[State 2, 3]
type = HitDef 
trigger1 = AnimElem = 4
attr = S, NA
damage = 50, 1
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25, -75
hitsound = s1,2
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -8.3
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1

[State 2, 3]
type = HitDef 
trigger1 = AnimElem = 5
attr = S, NA
damage = 60, 1
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25, -75
hitsound = s1,2
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -8.3
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1



[state 13]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;33333 3333333333  d b b
[Statedef 1725]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 100
velset = 0,0
anim = 1720
sprpriority = 4
ctrl = 0

[state 6,sound]
type = playsnd
trigger1 = AnimElem = 1 
value = 60, 16

[State 20]
type = Posadd
trigger1 = time >= 6 && time <= 17
x = 8

[State 2, 3]
type = HitDef 
trigger1 = AnimElem = 4
attr = S, NA
damage = 50, 1
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -70
hitsound = s1,2
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -12
airguard.velocity = -3,-3
air.type = High
air.velocity = -3,-3
air.hittime = 12
air.fall = 1
fall = 1

[State 22, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage = 60,2
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 6,6
sparkno = s4010
guard.sparkno = s4120
sparkxy = -25, -75
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,15
guard.velocity = -11
air.velocity = -5,15
airguard.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[state 13]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;  d b a
; 
[Statedef 1730]
type    = A
movetype= A
physics = N
juggle  = 6
poweradd= 100
velset = 0,0
anim = 1730
sprpriority = 4
ctrl = 0

[state 6,sound]
type = playsnd
trigger1 = AnimElem = 1 
value = 60, 15

[State 20]
type = Posadd
trigger1 = time >= 7 && time <= 90
x = 3.3
y = 8

[State 2, 3]
type = HitDef 
trigger1 = AnimElem = 4
attr = S, NA
damage = 50, 1
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -70
hitsound = s1,2
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -12
airguard.velocity = -3,-3
air.type = High
air.velocity = -3,-3
air.hittime = 12
air.fall = 1
fall = 1

[State 22, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage = 60,2
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 6,6
sparkno = s4010
guard.sparkno = s4120
sparkxy = -25, -75
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,15
guard.velocity = -11
air.velocity = -5,15
airguard.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[state 13]
type = changestate
trigger1 = pos y >= 0
value =52
ctrl = 0

; 33333333  db b

[Statedef 1735]
type    = A
movetype= A
physics = N
juggle  = 6
poweradd= 100
velset = 0,0
anim = 1730
sprpriority = 4
ctrl = 0

[state 6,sound]
type = playsnd
trigger1 = AnimElem = 1 
value = 60, 16

[State 20]
type = Posadd
trigger1 = time >= 7 && time <= 90
x = 11
y = 8

[State 10,3]
type=AfterImage
trigger1 = AnimElem = 2
time=20
length=11
trans=add1

[State 2, 3]
type = HitDef 
trigger1 = AnimElem = 4
attr = S, NA
damage = 50, 1
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -70
hitsound = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -12
airguard.velocity = -3,-3
air.type = High
air.velocity = -3,-3
air.hittime = 12
air.fall = 1
fall = 1

[State 22, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage = 60,2
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 6,6
sparkno = s4010
guard.sparkno = s4120
sparkxy = -25, -75
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,15
guard.velocity = -11
air.velocity = -5,15
airguard.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[state 13]
type = changestate
trigger1 = pos y >= 0
value =52
ctrl = 0



;000000000000000 0000000000000000000000000000000000
: df df x or y
[Statedef 2000]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= -1000
velset = 0,0
anim = 2000
sprpriority = 4
ctrl = 0

[State 3100, 21]
type = Helper
triggerall = prevstateno = 1702 || prevstateno = 1203 || prevstateno = 1303
trigger1 = time = 0
helpertype = normal
name = "Super Cancel"
ID = 8500
stateno = 8500
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 2, 1]
type = NotHitBy
trigger1 = Time >= 0 && time <= 15
value = SCA
time = 2

[State 81,3]
type=superpause
trigger1=AnimElem = 2
anim=-1
pos=10,-80;
postype=p1
sound=s9,0
time=28
movetime=29
p2defmul = 1

[STate 81,2]
type=Explod
trigger1=AnimElem = 2
anim=6005
pos=0,-90
postype=p1
supermove=-1
ownpal=1
bindtime=-1
sprpriority=-3
[STate 81,3]
type=Explod
trigger1=AnimElem = 2
anim=6006
pos=0,-90
postype=p1
supermove=-1
ownpal=1
bindtime=-1
sprpriority=8



[state 6,sound]
type = playsnd
trigger1 = AnimElem = 4 
value = 60, 12


[State 183]
type=Explod
trigger1=AnimElem = 4
anim=1885
pos=29,-148
postype=p1
scale = .56,.56
sprpriority = 5
ownpal=1

[State 32, 12e]
type = Helper
trigger1 = AnimElemTime(4) = 11
name = "fle helppp"   
pos = 45,0  
postype = p1
size.xscale=0.7
size.yscale=0.7
facing = 1
stateno = 2002 
ownpal = 1

[State 32, 12e]
type = Helper
trigger1 = AnimElemTime(4) = 30
name = "fle2 hel"   
pos = 80,0  
postype = p1
size.xscale=0.6
size.yscale=0.6
facing = 1
stateno = 2002 
ownpal = 1


[state 2000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;22222222222
[Statedef 2002]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
velset = 0,0
anim = 2002 
sprpriority = 10
ctrl = 0

[State 12]
type=Explod
trigger1=time=1
anim=4126
pos=0,2
postype=p1
scale = 1.3,1.3
sprpriority = -4
ownpal=1

[State 88]
type=Explod
trigger1=movehit = 1
anim=1882;
pos=-20,-100
postype=p2
scale = .8,.8
sprpriority = 4
ownpal=1

[state 6,sound]
type = playsnd
trigger1 = AnimElem = 1 
value = 60, 13

[State 8,6e]
type = Envshake
trigger1 = AnimElem = 1
time = 15

[State 2002, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 128, 1
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 10, 11
sparkno = s89;
guard.sparkno = s4110
sparkxy = -20, -90
hitsound = s60,12
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -2,-6
airguard.velocity = -2.3,-4
air.type = High
air.velocity = -2.5,-4
air.hittime = 12
palfx.time = 40
palfx.sinadd = 50,50,50,30
palfx.add = 50,50,50
palfx.mul = 217,241,255  
palfx.invertall = 1
palfx.color = 0
air.fall = 1
fall = 1
fall.recover = 0



[State 30, 22]
type = Destroyself
trigger1 = time >=26 
;========




; DBDB a or b
[Statedef 2010]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= -1000
velset = 0,0
anim = 2010
sprpriority = 4
ctrl = 0

[State 3100, 21]
type = Helper
triggerall = prevstateno = 1702 || prevstateno = 1203 || prevstateno = 1303
trigger1 = time = 0
helpertype = normal
name = "Super Cancel"
ID = 8500
stateno = 8500
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 2, 1]
type = NotHitBy
trigger1 = Time >= 0 && time <= 12
value = SCA
time = 2

[State 81,3]
type=superpause
trigger1=AnimElem = 2
anim=-1
pos=10,-80;
postype=p1
sound=s9,0
time=28
movetime=29
p2defmul = 1

[STate 81,2]
type=Explod
trigger1=AnimElem = 2
anim=6005
pos=32,-40
postype=p1
supermove=-1
ownpal=1
bindtime=-1
sprpriority=-3
[STate 81,3]
type=Explod
trigger1=AnimElem = 2
anim=6006
pos=32,-40
postype=p1
supermove=-1
ownpal=1
bindtime=-1
sprpriority=8

[state 6,sound]
type = playsnd
trigger1 = AnimElem = 3 
value = 60, 8

[State 10,3]
type=AfterImage
trigger1 = AnimElem =3
time=12
length=11
trans=add1

[State 2, 2]
type = Velset
trigger1 = time >=10 && time <= 22
x = 11
[State 2, 2]
type = Velset
trigger1 = time >=23
x = 0

[State 240, 3]
type = HitDef 
trigger1 = AnimElem = 3 
attr = S, NA
damage = 38, 1
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 30
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -70
hitsound = s1,2
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -8.3
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1
kill=0
p1stateno = 2012 

[state 20]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;2012
[Statedef 2012]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 0
velset = 0,0
anim = 2012
sprpriority = 4
ctrl = 0

[State 2, 2]
type = Velset
trigger1 = time >=1 && time <= 47
x = 3
[State 2, 2]
type = Velset
trigger1 = time >=48
x = 0

[State 240, 3]
type = HitDef 
trigger1 = AnimElem = 3 || AnimElem = 5  
attr = S, NA
damage = 80, 1
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -70
hitsound = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -1
airguard.velocity = -3,-1.8
air.type = High
air.velocity = -3,-3
air.hittime = 12
air.fall = 1
kill=0

[State 13, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype  = diagup;Hard
damage    = 110,1
hitflag = MAF
guardflag = MA
pausetime = 10,10
sparkno = s1882
guard.sparkno = s4110
sparkxy = -25,-79
hitsound   = s1,3
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = -7,-5
air.velocity = -7,-5
fall = 1
fall.recover = 0
air.fall = 1

palfx.time = 70
palfx.sinadd = 50,50,50,30
palfx.add = 50,50,50
palfx.mul = 217,241,255  
palfx.invertall = 1
palfx.color = 0

[state 6,sound]
type = playsnd
trigger1 = AnimElem = 8 
value = 60, 13

[state 20]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;111111111111111111111


; DFDF a or b

[Statedef 2020]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= -1000
velset = 0,0
anim = 2020
sprpriority = -2
ctrl = 0

[State 3100, 21]
type = Helper
triggerall = prevstateno = 1702 || prevstateno = 1203 || prevstateno = 1303
trigger1 = time = 0
helpertype = normal
name = "Super Cancel"
ID = 8500
stateno = 8500
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 81,3]
type=superpause
trigger1=AnimElem = 2
anim=-1
pos=10,-80;
postype=p1
sound=s9,0
time=28
movetime=29
p2defmul = 1

[STate 81,2]
type=Explod
trigger1=AnimElem = 2
anim=6005
pos=32,-90
postype=p1
supermove=-1
ownpal=1
bindtime=-1
sprpriority=-3
[STate 81,3]
type=Explod
trigger1=AnimElem = 2
anim=6006
pos=32,-90
postype=p1
supermove=-1
ownpal=1
bindtime=-1
sprpriority=8

[state 6,sound]
type = playsnd
trigger1 = AnimElemTime(3) = 1 
value = 60, 4

[State 32, 12e]
type = Helper
trigger1 = AnimElemTime(3) = 1
name = "moto helppp"   
pos = -100,6  
postype = back
size.xscale=1
size.yscale=1
size.shadowoffset=5
facing = 1
stateno = 2022 
ownpal = 1

[state 20]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;moto in
[Statedef 2022]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 100
velset = 0,0
anim = 2022
sprpriority = 23
ctrl = 0

[State 2, 2]
type = Velset
trigger1 = time >=1 
x = 11
[State 2, 2]
type = Velset
trigger1 = time >=79
x = 0

[State 106, 3]
type = MakeDust 
trigger1 = Time > 1
pos = -50,5
spacing = 4

[State 2, 3]
type = HitDef 
trigger1 = AnimElem = 1
attr = S, NA
damage = 98, 1
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -30
hitsound = s1,0
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -4
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1
kill=0

[State 218, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = diagup;Hard
damage    = 130,1
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = s4020
guard.sparkno = s4110
sparkxy = -25,-50
hitsound   = s1,1
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = -3,-8
air.velocity = -3,-8
fall = 1
fall.recover = 0
air.fall = 1





[State 218, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = diagup;Hard
damage    = 130,1
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = s4020
guard.sparkno = s4110
sparkxy = -25,-50
hitsound   = s1,1
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = -3,-8
air.velocity = -3,-8
fall = 1
fall.recover = 0
air.fall = 1




[State 30, 22]
type = Destroyself
trigger1 = time >=80 



;3333333333333333333 DBDB x or y
[Statedef 2030]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= -2000
velset = 0,0
anim = 2030
sprpriority = -8
ctrl = 0

[State 3100, 21]
type = Helper
triggerall = prevstateno = 1702 || prevstateno = 1203 || prevstateno = 1303
trigger1 = time = 0
helpertype = normal
name = "Super Cancel"
ID = 8500
stateno = 8500
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1


[State 2, 1]
type = NotHitBy
trigger1 = Time >= 0 && time <= 17
value = SCA
time = 2

[State 81,3]
type=superpause
trigger1=AnimElem = 2
anim=-1
pos=10,-80;
postype=p1
sound=s9,0
time=28
movetime=29
p2defmul = 1

[STate 81,2]
type=Explod
trigger1=AnimElem = 2
anim=6005
pos=-37,-56
postype=p1
supermove=-1
ownpal=1
bindtime=-1
sprpriority=-3
[STate 81,3]
type=Explod
trigger1=AnimElem = 2
anim=6006
pos=-37,-56
postype=p1
supermove=-1
ownpal=1
bindtime=-1
sprpriority=8


[State 191]
type=Explod
trigger1=AnimElem = 5 || AnimElem = 7
anim=1883;
pos=-21,3
postype=p1
scale = .6,.6
sprpriority = 16
ownpal=1

[State 12]
type=Explod
trigger1=AnimElem = 5 || AnimElem = 7
anim=4126
pos=-21,5
postype=p1
scale = 1.3,1.3
sprpriority = -4
ownpal=1

[state 6,sound]
type = playsnd
trigger1 = AnimElem = 5 || AnimElem = 7 
value = 60, 13

[State 8,6e]
type = Envshake
trigger1 = AnimElem = 5 || AnimElem = 7
time = 15


[State 32, 12e]
type = Helper
trigger1 = AnimElem = 5 || AnimElem = 7
name = "fleeee helppp"   
pos = -21,5  
postype = p1
size.xscale=0.8
size.yscale=0.8
size.shadowoffset=5
facing = -1
stateno = 2032 
ownpal = 1


[State 32, 12e]
type = Helper
trigger1 = AnimElemTime(7)=20
name = "fleeee helppp"   
pos = -21,5  
postype = p1
size.xscale=0.8
size.yscale=0.8
size.shadowoffset=5
facing = -1
stateno = 2034 
ownpal = 1


[state 6, sound]
type = playsnd
trigger1 = AnimElem = 7
value = 10, 1

[state 20]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------
[Statedef 2032]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 100
velset = 0,0
anim = 2032
sprpriority = 26
ctrl = 0

[State 6633, 2]
type = AngleSet
trigger1 = time >= 0
value = 20

[State 6633, 2e]
type = AngleDraw
trigger1 = time >= 0

[State 13, 1]
type = HitDef
trigger1 = AnimElem = 4 || AnimElem = 6 || AnimElem = 7  
attr = S, NA
animtype  = Hard;diagup;
damage    = 40,1
hitflag = MAF
guardflag = MA
pausetime = 10,60
sparkno = s89;1882
guard.sparkno = s4110
sparkxy = -25,-100
hitsound   = s60,12
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = 0,-4
air.velocity = 0,-4
fall = 1
fall.recover = 0
air.fall = 1

palfx.time = 50
palfx.sinadd = 50,50,50,30
palfx.add = 50,50,50
palfx.mul = 217,241,255  
palfx.invertall = 1
palfx.color = 0

[State 88]
type=Explod
triggerall = NumExplod(2032) = 0
trigger1=movehit = 1 
ID=2032
anim=1882;
pos=0,-70
postype=p2
scale = .8,.8
sprpriority = 14
ownpal=1


[State 30, 22]
type = Destroyself
trigger1 = animtime = 0


; 2034
[Statedef 2034]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 100
velset = 0,0
anim = 2032
sprpriority = 26
ctrl = 0

[State 6633, 2]
type = AngleSet
trigger1 = time >= 0
value = 20

[State 6633, 2e]
type = AngleDraw
trigger1 = time >= 0

[State 88]
type=Explod
triggerall = NumExplod(2034) = 0
trigger1=movehit = 1 
ID=2034
anim=1882;
pos=0,-70
postype=p2
scale = .8,.8
sprpriority = 14
ownpal=1

[State 13, 1]
type = HitDef
trigger1 = AnimElem = 4 || AnimElem = 6  
attr = S, NA
animtype  = Hard;diagup;
damage    = 50,1
hitflag = MAF
guardflag = MA
pausetime = 10,10
sparkno = s89;1882
guard.sparkno = s4110
sparkxy = -25,-100
hitsound   = s60,12
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = 0,-5
air.velocity = 0,-5
fall = 1
fall.recover = 0
air.fall = 1

palfx.time = 50
palfx.sinadd = 50,50,50,30
palfx.add = 50,50,50
palfx.mul = 217,241,255  
palfx.invertall = 1
palfx.color = 0

[State 13, 1]
type = HitDef
trigger1 = AnimElem = 7  
attr = S, NA
animtype  = diagup
damage    = 70,1
hitflag = MAF
guardflag = MA
pausetime = 10,10
sparkno = s89;1882
guard.sparkno = s4110
sparkxy = -25,-100
hitsound   = s60,12
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = 4,-9
air.velocity = 4,-9
fall = 1
fall.recover = 0
air.fall = 1

palfx.time = 50
palfx.sinadd = 50,50,50,30
palfx.add = 50,50,50
palfx.mul = 217,241,255  
palfx.invertall = 1
palfx.color = 0

[State 30, 22]
type = Destroyself
trigger1 = animtime = 0


;eeeeeeeeeeeeeeeeeeeee


; 
[Statedef 2036]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= -2000
velset = 0,0
anim = 2030
sprpriority = -8
ctrl = 0

[State 3100, 21]
type = Helper
triggerall = prevstateno = 1702 || prevstateno = 1203 || prevstateno = 1303
trigger1 = time = 0
helpertype = normal
name = "Super Cancel"
ID = 8500
stateno = 8500
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1


[State 2, 1]
type = NotHitBy
trigger1 = Time >= 0 && time <= 17
value = SCA
time = 2

[State 81,3]
type=superpause
trigger1=AnimElem = 2
anim=-1
pos=10,-80;
postype=p1
sound=s9,0
time=28
movetime=29
p2defmul = 1

[STate 81,2]
type=Explod
trigger1=AnimElem = 2
anim=6005
pos=-37,-56
postype=p1
supermove=-1
ownpal=1
bindtime=-1
sprpriority=-3
[STate 81,3]
type=Explod
trigger1=AnimElem = 2
anim=6006
pos=-37,-56
postype=p1
supermove=-1
ownpal=1
bindtime=-1
sprpriority=8


[State 191]
type=Explod
trigger1=AnimElem = 5 || AnimElem = 7
anim=1883;
pos=-21,3
postype=p1
scale = .6,.6
sprpriority = 16
ownpal=1

[State 12]
type=Explod
trigger1=AnimElem = 5 || AnimElem = 7
anim=4126
pos=-21,5
postype=p1
scale = 1.3,1.3
sprpriority = -4
ownpal=1

[state 6,sound]
type = playsnd
trigger1 = AnimElem = 5 || AnimElem = 7 
value = 60, 13

[State 8,6e]
type = Envshake
trigger1 = AnimElem = 5 || AnimElem = 7
time = 15


[State 32, 12e]
type = Helper
trigger1 = AnimElem = 5 || AnimElem = 7
name = "fleeee helppp"   
pos = -21,5  
postype = p1
size.xscale=0.8
size.yscale=0.8
size.shadowoffset=5
facing = -1
stateno = 2037 
ownpal = 1


[State 32, 12e]
type = Helper
trigger1 = AnimElemTime(7)=20
name = "fleeee helppp"   
pos = -21,5  
postype = p1
size.xscale=0.8
size.yscale=0.8
size.shadowoffset=5
facing = -1
stateno = 2038 
ownpal = 1


[state 6, sound]
type = playsnd
trigger1 = AnimElem = 7
value = 10, 1

[state 20]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1








; 2037
[Statedef 2037]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 100
velset = 0,0
anim = 2037
sprpriority = 26
ctrl = 0

[State 6633, 2]
type = AngleSet
trigger1 = time >= 0
value = 66

[State 6633, 2e]
type = AngleDraw
trigger1 = time >= 0

[State 13, 1]
type = HitDef
trigger1 = AnimElem = 4 || AnimElem = 6 || AnimElem = 7  
attr = S, NA
animtype  = Hard;diagup;
damage    = 40,1
hitflag = MAF
guardflag = MA
priority = 7, Hit
pausetime = 10,60
sparkno = s89;1882
guard.sparkno = s4110
sparkxy = -25,-100
hitsound   = s60,12
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = 0,-4
air.velocity = 0,-4
fall = 1
fall.recover = 0
air.fall = 1

palfx.time = 50
palfx.sinadd = 50,50,50,30
palfx.add = 50,50,50
palfx.mul = 217,241,255  
palfx.invertall = 1
palfx.color = 0

[State 88]
type=Explod
triggerall = NumExplod(2037) = 0
trigger1=movehit = 1 
ID=2037
anim=1882;
pos=0,-70
postype=p2
scale = .8,.8
sprpriority = 14
ownpal=1


[State 30, 22]
type = Destroyself
trigger1 = animtime = 0



;2038


[Statedef 2038]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 100
velset = 0,0
anim = 2037
sprpriority = 26
ctrl = 0

[State 6633, 2]
type = AngleSet
trigger1 = time >= 0
value = 66

[State 6633, 2e]
type = AngleDraw
trigger1 = time >= 0

[State 88]
type=Explod
triggerall = NumExplod(2037) = 0
trigger1=movehit = 1 
ID=2037
anim=1882;
pos=0,-70
postype=p2
scale = .8,.8
sprpriority = 14
ownpal=1

[State 13, 1]
type = HitDef
trigger1 = AnimElem = 4 || AnimElem = 6  
attr = S, NA
animtype  = Hard;diagup;
damage    = 50,1
hitflag = MAF
guardflag = MA
pausetime = 10,10
priority = 7, Hit
sparkno = s89;1882
guard.sparkno = s4110
sparkxy = -25,-100
hitsound   = s60,12
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = 0,-5
air.velocity = 0,-5
fall = 1
fall.recover = 0
air.fall = 1

palfx.time = 50
palfx.sinadd = 50,50,50,30
palfx.add = 50,50,50
palfx.mul = 217,241,255  
palfx.invertall = 1
palfx.color = 0

[State 13, 1]
type = HitDef
trigger1 = AnimElem = 7  
attr = S, NA
animtype  = diagup
damage    = 70,1
hitflag = MAF
guardflag = MA
priority = 7, Hit
pausetime = 10,10
sparkno = s89;1882
guard.sparkno = s4110
sparkxy = -25,-100
hitsound   = s60,12
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = 4,-9
air.velocity = 4,-9
fall = 1
fall.recover = 0
air.fall = 1

palfx.time = 50
palfx.sinadd = 50,50,50,30
palfx.add = 50,50,50
palfx.mul = 217,241,255  
palfx.invertall = 1
palfx.color = 0

[State 30, 22]
type = Destroyself
trigger1 = animtime = 0





;55555555555555555


;===========

;dddddddddddddddddddd
[Statedef 3000]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= -3000
velset = 0,0
anim = 3000
sprpriority = -3
ctrl = 0

[State 3100, 21]
type = Helper
triggerall = prevstateno = 1702 || prevstateno = 1203 || prevstateno = 1303
trigger1 = time = 0
helpertype = normal
name = "Super Cancel"
ID = 8500
stateno = 8500
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
[State 3200, 12]
type = Helper
triggerall = prevstateno = 2012
trigger1 = time = 0
helpertype = normal
name = "Dream Cancel"
ID = 8600
stateno = 8600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 81,3]
type=superpause
trigger1=AnimElem = 2
anim=-1
pos=10,-80;
postype=p1
sound=s9,1
time=28
movetime=29
p2defmul = 1

[STate 81,2]
type=Explod
trigger1=AnimElem = 2
anim=6008
pos=35,-86
postype=p1
supermove=-1
ownpal=1
bindtime=-1
sprpriority=-3
[STate 81,3]
type=Explod
trigger1=AnimElem = 2
anim=6009
pos=35,-86
postype=p1
supermove=-1
ownpal=1
bindtime=-1
sprpriority=8

[State 2, 6]
type = PlaySnd
trigger1 = AnimElem = 3
value = 50,4


[State 32, 12e]
type = Helper
trigger1 = AnimElemTime(3) = 0
name = "max helppp"   
pos = 0,14  
postype = p1
size.xscale=0.8
size.yscale=0.8
facing = 1
stateno = 3002 
ownpal = 1


[state 32]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


; 
[Statedef 3002]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 10
velset = 0,0
anim = 3002
sprpriority = 26
ctrl = 0

[State 88]
type=Explod
trigger1=movehit = 1
anim=4010;
pos=0,-70
postype=p2
scale = 1,1
sprpriority = 14
ownpal=1

[State 2, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = 50,6

[State 2, 1]
type = HitDef
trigger1 = animelem=6 || animelem=8 || animelem=10
trigger2 = animelem=12 
attr = S, NA
animtype  = diagup;Hard
damage    = 50,1
guardflag = MA
priority = 6, Hit
pausetime = 5,5
sparkno = s88;4020
guard.sparkno = s4110
sparkxy = -25,-90
hitsound   = s1,0
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = 0,-6
air.velocity = 0,-6
fall = 1
fall.recover = 0
air.fall = 1

kill=0

[State 2, 1]
type = HitDef
trigger1 = animelem=7 || animelem=9 || animelem=11
trigger2 = animelem=13
attr = S, NA
animtype  = Hard
damage    = 50,1
guardflag = MA
priority = 6, Hit
pausetime = 5,5
sparkno = s88;4020
guard.sparkno = s4110
sparkxy = -25,-90
hitsound   = s1,1
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = 0,-6
air.velocity = 0,-6
fall = 1
fall.recover = 0
air.fall = 1

kill=0



[State 2, 2]
type = HitDef
trigger1 = animelem=14
attr = S, NA
animtype  = diagup;Hard
damage    = 80,1
guardflag = MA
priority = 6, Hit
pausetime = 5,5
sparkno = s88;4020
guard.sparkno = s4110
sparkxy = -25,-79
hitsound   = s1,4
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = -2,-12
air.velocity = -2,-12
fall = 1
fall.recover = 0
air.fall = 1





[State 30, 22]
type = Destroyself
trigger1 = animtime = 0



; DF c  max max ----------------------

[Statedef 3010]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= -3000
velset = 0,0
anim = 3010
sprpriority = -3
ctrl = 0

[State 3100, 21]
type = Helper
triggerall = prevstateno = 1702 || prevstateno = 1203 || prevstateno = 1303
trigger1 = time = 0
helpertype = normal
name = "Super Cancel"
ID = 8500
stateno = 8500
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
[State 3200, 12]
type = Helper
triggerall = prevstateno = 2012
trigger1 = time = 0
helpertype = normal
name = "Dream Cancel"
ID = 8600
stateno = 8600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1


[State 2, 1]
type = NotHitBy
trigger1 = Time >= 0 && time <= 12
value = SCA
time = 2

[State 81,3]
type=superpause
trigger1=AnimElem = 2
anim=-1
pos=10,-80;
postype=p1
sound=s9,1
time=28
movetime=29
p2defmul = 1

[STate 81,2]
type=Explod
trigger1=AnimElem = 2
anim=6008
pos=0,-90
postype=p1
supermove=-1
ownpal=1
bindtime=-1
sprpriority=-3
[STate 81,3]
type=Explod
trigger1=AnimElem = 2
anim=6009
pos=0,-90
postype=p1
supermove=-1
ownpal=1
bindtime=-1
sprpriority=8



[State 2, 6]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0 || AnimElemTime(4) = 21
value = 20,9

[State 8,6e]
type = Envshake
trigger1 = AnimElemTime(4) = 0 || AnimElemTime(4) = 21
time = 15

[State 32, 12e]
type = Helper
trigger1 = AnimElemTime(4) = 0
name = "lttttt helppp"   
pos = 0,3  
postype = p1
size.xscale=1
size.yscale=1
facing = 1
stateno = 3012 
ownpal = 1

[State 32, 12e]
type = Helper
trigger1 = AnimElemTime(4) = 21
name = "ltt22222 helppp"   
pos = 0,3  
postype = p1
size.xscale=1
size.yscale=1
facing = 1
stateno = 3013 
ownpal = 1


[State 222]
type=Explod
trigger1=animelem=4 || AnimElemTime(4) = 21
anim=4128
pos=0,2
postype=p1
sprpriority = -9
ownpal=1
[State 223]
type=Explod
trigger1=animelem=4 || AnimElemTime(4) = 21
anim=4129
pos=0,2
postype=p1
sprpriority = 35
ownpal=1


[state 32]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;3012
[Statedef 3012]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 100
velset = 0,0
anim = 3012
sprpriority = 26
ctrl = 0

[State 88]
type=Explod
triggerall = NumExplod(30123) = 0
trigger1=movehit = 1 
ID=30123
anim=1883;
pos=0,-70
postype=p2
scale = .8,.8
sprpriority = 14
ownpal=1


[State 2, 1]
type = HitDef
trigger1 = animelem=6 || animelem=10 || animelem=14
attr = S, NA
animtype  = diagup;Hard
damage    = 50,1
guardflag = MA
priority = 6, Hit
pausetime = 5,5
sparkno = s88;4020
guard.sparkno = s4110
sparkxy = -25,-90
hitsound   = s60,12
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = 0,-7
air.velocity = 0,-7
fall = 1
fall.recover = 0
air.fall = 1

palfx.time = 40
palfx.sinadd = 50,50,50,30
palfx.add = 50,50,50
palfx.mul = 217,241,255  
palfx.invertall = 1
palfx.color = 0
kill=0

[State 2, 1]
type = HitDef
trigger1 = animelem=8 || animelem=12
attr = S, NA
animtype  = Hard
damage    = 50,1
guardflag = MA
priority = 6, Hit
pausetime = 5,5
sparkno = s88;4020
guard.sparkno = s4110
sparkxy = -25,-90
hitsound   = s60,12
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = 0,-7
air.velocity = 0,-7
fall = 1
fall.recover = 0
air.fall = 1

palfx.time = 40
palfx.sinadd = 50,50,50,30
palfx.add = 50,50,50
palfx.mul = 217,241,255  
palfx.invertall = 1
palfx.color = 0
kill=0

[State 30, 22]
type = Destroyself
trigger1 = animtime = 0

;3013 +++++
[Statedef 3013]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 100
velset = 0,0
anim = 3012
sprpriority = 26
ctrl = 0

[State 88]
type=Explod
triggerall = NumExplod(30123) = 0
trigger1=movehit = 1 
ID=30123
anim=1883;
pos=0,-70
postype=p2
scale = .8,.8
sprpriority = 14
ownpal=1


[State 2, 1]
type = HitDef
trigger1 = animelem=6 || animelem=10 
attr = S, NA
animtype  = diagup;Hard
damage    = 50,1
guardflag = MA
priority = 6, Hit
pausetime = 5,5
sparkno = s88;4020
guard.sparkno = s4110
sparkxy = -25,-90
hitsound   = s60,12
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = 0,-7
air.velocity = 0,-7
fall = 1
fall.recover = 0
air.fall = 1

palfx.time = 40
palfx.sinadd = 50,50,50,30
palfx.add = 50,50,50
palfx.mul = 217,241,255  
palfx.invertall = 1
palfx.color = 0
kill=0

[State 2, 1]
type = HitDef
trigger1 = animelem=8 || animelem=12
attr = S, NA
animtype  = Hard
damage    = 50,1
guardflag = MA
priority = 6, Hit
pausetime = 5,5
sparkno = s88;4020
guard.sparkno = s4110
sparkxy = -25,-90
hitsound   = s60,12
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = 0,-7
air.velocity = 0,-7
fall = 1
fall.recover = 0
air.fall = 1

palfx.time = 40
palfx.sinadd = 50,50,50,30
palfx.add = 50,50,50
palfx.mul = 217,241,255  
palfx.invertall = 1
palfx.color = 0
kill=0

[State 2, 1]
type = HitDef
trigger1 = animelem=14
attr = S, NA
animtype  = diagup;Hard
damage    = 50,1
guardflag = MA
priority = 6, Hit
pausetime = 5,5
sparkno = s88;4020
guard.sparkno = s4110
sparkxy = -25,-90
hitsound   = s60,12
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = -1,-16
air.velocity = -1,-16
fall = 1
fall.recover = 0
air.fall = 1

palfx.time = 40
palfx.sinadd = 50,50,50,30
palfx.add = 50,50,50
palfx.mul = 217,241,255  
palfx.invertall = 1
palfx.color = 0



[State 30, 22]
type = Destroyself
trigger1 = animtime = 0


;--------


;zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz


;aaaaaaaaaaaaaaa DB c

[Statedef 3020]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= -3000
velset = 0,0
anim = 3020
sprpriority = 4
ctrl = 0

[State 3100, 21]
type = Helper
triggerall = prevstateno = 1702 || prevstateno = 1203 || prevstateno = 1303
trigger1 = time = 0
helpertype = normal
name = "Super Cancel"
ID = 8500
stateno = 8500
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
[State 3200, 12]
type = Helper
triggerall = prevstateno = 2012
trigger1 = time = 0
helpertype = normal
name = "Dream Cancel"
ID = 8600
stateno = 8600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1


[State 2, 1]
type = NotHitBy
trigger1 = Time >= 0 && time <= 9
value = SCA
time = 2

[State 81,3]
type=superpause
trigger1=AnimElem = 2
anim=-1
pos=10,-80;
postype=p1
sound=s9,1
time=28
movetime=29
p2defmul = 1

[STate 81,2]
type=Explod
trigger1=AnimElem = 2
anim=6008
pos=30,-98
postype=p1
supermove=-1
ownpal=1
bindtime=-1
sprpriority=-3
[STate 81,3]
type=Explod
trigger1=AnimElem = 2
anim=6009
pos=30,-98
postype=p1
supermove=-1
ownpal=1
bindtime=-1
sprpriority=8


[State 22, 2]
type = HitDef
trigger1 = animelem=2
attr = S, NA
damage = 20, 1
animtype = Hard
guardflag = MA
hitflag = M
priority = 3, Hit
pausetime = 0, 0
sparkno = s4040
guard.sparkno = s4110
sparkxy = -20, -90
hitsound = s20,99;Ϊ
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -1,-9
airguard.velocity = -1,-9
air.type = High
air.velocity = -1,-9
air.hittime = 12
kill=0
air.fall = 1
fall = 1
fall.recover = 0
p1stateno = 3021
p2stateno = 3022

[state 32]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


[Statedef 3021]
type    = S
movetype= A
physics = N
juggle  = 2
poweradd= 10
velset = 0,0
anim = 3021
sprpriority = 4
ctrl = 0

[State 82]
type=Explod
trigger1 = AnimElem = 2
anim=2940
pos=0,-5
postype=p2
scale = 0.9,0.9
sprpriority = 58
ownpal=1

[State 2, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = 20,8

[State 218, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = diagup;Hard
damage    = 300,1
guardflag = MA
pausetime = 10,10
sparkno = s4206
guard.sparkno = s4110
sparkxy = -25,-150
hitsound   = s12,3
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = -4,-10
air.velocity = -4,-10
fall = 1
fall.recover = 0
air.fall = 1

palfx.time = 90
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 82]
type=Explod
trigger1 = AnimElemtime(6)=20
anim=1882
pos=39,-74
postype=p1
scale = 0.4,0.4
sprpriority = 52
ownpal=1
[State 82]
type=Explod
trigger1 = AnimElemtime(6)=50
anim=1882
pos=45,-70
postype=p1
scale = 0.4,0.4
sprpriority = 52
ownpal=1

[State 2, 6]
type = PlaySnd
trigger1 = AnimElem = 3
value = 60,7

[State 2, 6]
type = PlaySnd
trigger1 = AnimElem = 8
value = 60,13

[State 2, 6]
type = PlaySnd
trigger1 = AnimElem = 15
value = 60,8

[State 8,6e]
type = Envshake
trigger1 = AnimElem = 8
time = 20


[State 301,3]
type=Targetlifeadd
trigger1=Animelem=8
value=-300
kill = 0
[State 3, 13]
type = Hitadd
trigger1 = Animelem=8
value = numtarget

[State 18]
type=Explod
trigger1=AnimElem = 8
anim=1886
pos=46,2
postype=p1
scale = .9,.9
sprpriority = 35
ownpal=1

[State 12]
type=Explod
trigger1=AnimElem = 8
anim=4126
pos=43,2
postype=p1
scale = 1.3,1.3
sprpriority = -4
ownpal=1

[State 88]
type=Explod
trigger1=AnimElemtime(8)=5
anim=1883;
pos=15,-78
postype=p2
scale = .8,.8
sprpriority = 14
ownpal=1

[state 32]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;3022++

[Statedef 3022]
type    = A
movetype= H
physics = N
poweradd = 30
ctrl=0

[State 840,1]
type=Changeanim2
trigger1=Time=0
value=3022

[State 102, 3]
type = Sprpriority
trigger1 = animelem=1 
value = -4

[State 2, 1]
type = Velset
trigger1 = time =0
x=0
y=0

[State 2, 2]
type = Velset
trigger1 = time >= 11 && time <= 30 
y = -12
[State 2, 2]
type = Velset
trigger1 = time = 40 
y = 0
[State 2, 2]
type = Velset
trigger1 = time >= 100 && time <= 123
y = 11
[State 2, 2]
type = Velset
trigger1 = time >= 124
y = 0.01



[State 321, 2]
type = Palfx
trigger1 = time = 128
time = 60
add = 200,200,200
sinadd = 50,50,50,30
mul = 217,241,255
color = 100



[State 8,3]
type=SelfState
trigger1 = AnimTime = 98889
value=5120


; max max max max max max max max max max max max
;------------------
[Statedef 80000]
anim = 9999
ctrl = 0

[State 80000]
type = selfstate
trigger1 = !ishelper
value = 0

[State 80000]
type = varset
trigger1 = command = "up" && root,command = "up"
trigger2 = command = "down" && root,command = "down"
trigger3 = command = "back" && root,command = "back"
trigger4 = command = "fwd" && root,command = "fwd"
trigger5 = command = "a" && root,command = "a"
trigger6 = command = "b" && root,command = "b"
trigger7 = command = "c" && root,command = "c"
trigger8 = command = "x" && root,command = "x"
trigger9 = command = "y" && root,command = "y"
trigger10 = command = "z" && root,command = "z"
trigger11 = command = "start" && root,command = "start"
var(59) = -1
ignorehitpause = 1

[State 80000]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(59) || var(59) = -1
trigger2 = command = "up" && root,command = "up"
trigger3 = command = "down" && root,command = "down"
trigger4 = command = "back" && root,command = "back"
trigger5 = command = "fwd" && root,command = "fwd"
trigger6 = command = "a" && root,command = "a"
trigger7 = command = "b" && root,command = "b"
trigger8 = command = "c" && root,command = "c"
trigger9 = command = "x" && root,command = "x"
trigger10 = command = "y" && root,command = "y"
trigger11 = command = "z" && root,command = "z"
trigger12 = command = "start" && root,command = "start"
ignorehitpause = 1

[State 80000,ON]
type = varset
triggerall = var(59) != -1
trigger1 = root,command = "up"
trigger2 = root,command = "down"
trigger3 = root,command = "back"
trigger4 = root,command = "fwd"
trigger5 = root,command = "a"
trigger6 = root,command = "b"
trigger7 = root,command = "c"
trigger8 = root,command = "x"
trigger9 = root,command = "y"
trigger10 = root,command = "z"
trigger11 = root,command = "start"
var(59) = 1
ignorehitpause = 1
;------------------]]]]]]]]]]]]]]


[Statedef 8500]
type    = S
movetype= I
physics = S
anim = 99993
velset = 0,0
poweradd = 0
ctrl = 0
sprpriority = -1

[State 3500, 1]
type = Explod
trigger1 = time = 10
anim = 8500
ID = 8500
pos = 65,66
postype = Left
facing = 1
vfacing = 1
bindtime = 50
vel = 0,0
accel = 0,0
random = 0,0
removetime = 40
supermovetime = 50
pausemovetime = 50
scale = .5,.5
sprpriority = 9998
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 3500, 2]
type = Explod
trigger1 = time = 0
anim = 8505
ID = 8505
pos = -5,65
postype = Left
facing = 1
vfacing = 1
bindtime = 65
vel = 0,0
accel = 0,0
random = 0,0
removetime = 58
supermovetime = 65
pausemovetime = 65
scale = 1.5,1
sprpriority = 9999
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 3500, 3]
type = Explod
trigger1 = time = 0
anim = 8510
ID = 8510
pos = -150,63
postype = Left
facing = 1
vfacing = 1
bindtime = 65
vel = 0,0
accel = 0,0
random = 0,0
removetime = 58
supermovetime = 65
pausemovetime = 65
scale = 1.5,1
sprpriority = 9997
ownpal = 1
trans = addalpha
alpha = 256, 135
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 3500, 6]
type = DestroySelf
trigger1 = time = 65

;-----------------------------------------------------------------------------------------
; Dream Cancel States
;-----------------------------------------------------------------------------------------
[Statedef 8600]
type    = S
movetype= I
physics = S
anim = 99993
velset = 0,0
poweradd = 0
ctrl = 0
sprpriority = -1

[State 3500, 1]
type = Explod
trigger1 = time = 10
anim = 8600
ID = 8600
pos = -3,68
postype = Left
facing = 1
vfacing = 1
bindtime = 50
vel = 0,0
accel = 0,0
random = 0,0
removetime = 40
supermovetime = 50
pausemovetime = 50
scale = .5,.5
sprpriority = 9998
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 3500, 2]
type = Explod
trigger1 = time = 0
anim = 8605
ID = 8605
pos = -5,65
postype = Left
facing = 1
vfacing = 1
bindtime = 65
vel = 0,0
accel = 0,0
random = 0,0
removetime = 58
supermovetime = 65
pausemovetime = 65
scale = 1.5,1
sprpriority = 9999
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 3500, 3]
type = Explod
trigger1 = time = 0
anim = 8610
ID = 8610
pos = -150,63
postype = Left
facing = 1
vfacing = 1
bindtime = 65
vel = 0,0
accel = 0,0
random = 0,0
removetime = 58
supermovetime = 65
pausemovetime = 65
scale = 1.5,1
sprpriority = 9997
ownpal = 1
trans = addalpha
alpha = 256, 135
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 3500, 6]
type = DestroySelf
trigger1 = time = 65

;=========================
;=================
; µ 
; -2 cns +++++++++++++++
;

[Statedef -2]

[State -3]
type = VarSet
triggerall = !var(59)
trigger1 = command = "jump"
trigger1 = ctrl
trigger1 = statetype = S
v = 3
value = 1

[State -3]
type = VarSet
triggerall = !var(59)
trigger1 = Var(3) = 1
trigger1 = stateno = 40 
trigger1 = AnimTime = 0 
var(3) = ifelse(sysvar(1)=0, 2, ifelse(sysvar(1)=1, 3, 4))

[State -3]
type = VarSet
triggerall = var(59)
trigger1 = stateno = 44 
trigger1 = AnimTime = 0 
var(3) = 3

[State -3]
type = VarSet
triggerall = Time = 2
trigger1 = stateno = 50
trigger2 = stateno != [40,59]
v = 3
value = 0

[State -3]
type = VelAdd
trigger1 = var(3) = 3
trigger1 = stateno = 50
y = -0.8
x = 2

[State -3]
type = VelAdd
trigger1 = var(3) = 4
trigger1 = stateno = 50
y = -0.8
x = -2.1

[State -3]
type = VelAdd
trigger1 = var(3) = 2
trigger1 = stateno = 50
y = -2

[State -3]
type = AfterImage
trigger1 = var(3) >= 1
trigger1 = stateno = 50
time = 25
trans = add1
length = 4
timeGap = 3
frameGap = 1
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1

;   ʾ Ѫ
[State -2]
type = AssertSpecial
trigger1 = roundstate = [0,1]
trigger2 = roundstate = 4
trigger3 = Ctrl = 0 && (Anim =[183,185]) 
flag = NoBarDisplay
ignorehitpause = 1

[State -2,2]
type = StopSnd
trigger1 = Anim != 100
trigger2 = command != "holdfwd"
channel = 6

[Statedef -3]

[State -3]
Type = null
Triggerall = !var(59)
Trigger1 = RoundState = 2
Trigger1 = Ctrl
var(59) = 11
ignorehitpause = 1

[State -3]
type=helper
trigger1=!NumHelper(80000)
trigger1=roundstate=2
trigger1=alive
trigger1=var(59)=0
Trigger1=(PrevStateNo=[191,194])||PrevStateNo=5900
Trigger1=ctrl&&stateno=0
helpertype=normal
name="AI"
stateno=80000
ID=80000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -3]
type=changestate
trigger1= ishelper(80000)
trigger1= stateno!=80000
value=80000

[State -3, AI]
Type = VarSet
Triggerall = !var(59)
Triggerall = RoundState = [1,2]
Trigger1 = Command = "AI0"
Trigger2 = Command = "AI1"
Trigger3 = Command = "AI2"
Trigger4 = Command = "AI3"
Trigger5 = Command = "AI4"
Trigger6 = Command = "AI5"
Trigger7 = Command = "AI6"
Trigger8 = Command = "AI7"
Trigger9 = Command = "AI8"
Trigger10 = Command = "AI9"
Trigger11 = Command = "AI10"
Trigger12 = Command = "AI11"
Trigger13 = Command = "AI12"
Trigger14 = Command = "AI13"
Trigger15 = Command = "AI14"
Trigger16 = Command = "AI15"
Trigger17 = Command = "AI16"
Trigger18 = Command = "AI17"
Trigger19 = Command = "AI18"
Trigger20 = Command = "AI19"
Trigger21 = Command = "AI20"
Trigger22 = Command = "AI21"
Trigger23 = Command = "AI22"
Trigger24 = Command = "AI23"
Trigger25 = Command = "AI24"
Trigger26 = Command = "AI25"
Trigger27 = Command = "AI26"
Trigger28 = Command = "AI27"
Trigger29 = Command = "AI28"
Trigger30 = Command = "AI29"
Trigger31 = Command = "AI30"
Trigger32 = Command = "AI31"
Trigger33 = Command = "AI32"
Trigger34 = Command = "AI33"
Trigger35 = Command = "AI34"
Trigger36 = Command = "AI35"
Trigger37 = Command = "AI36"
Trigger38 = Command = "AI37"
Trigger39 = Command = "AI38"
Trigger40 = Command = "AI39"
Trigger41 = Command = "AI40"
Trigger42 = Command = "AI41"
Trigger43 = Command = "AI42"
Trigger44 = Command = "AI43"
Trigger45 = Command = "AI44"
Trigger46 = Command = "AI45"
Trigger47 = Command = "AI46"
Trigger48 = Command = "AI47"
Trigger49 = Command = "AI48"
Trigger50 = Command = "AI49"
Trigger51 = Command = "AI50"
Trigger52 = numhelper(80000)
Trigger52 = helper(80000),var(59)
var(59) = 11
ignorehitpause = 1


;================================================================================================
;
[state -3, yaccel]
type = varset
trigger1 = fvar(30) != EnemyNear(floor(fvar(37))),const(movement.yaccel)
trigger1 = EnemyNear(floor(fvar(37))),stateno != [5000,5210]
trigger1 = EnemyNear(floor(fvar(37))),Vel Y != 0
FV = 30
value = EnemyNear(floor(fvar(37))),const(movement.yaccel)
ignorehitpause = 1


[state -3, yaccel]
type = varset
trigger1 = fvar(30) != EnemyNear(floor(fvar(37))),GetHitVar(yaccel)
trigger1 = EnemyNear(floor(fvar(37))),stateno = [5000,5210]
FV = 30
value = EnemyNear(floor(fvar(37))),GetHitVar(yaccel)
ignorehitpause = 1


[state -3, yaccel]
type = varset
trigger1 = fvar(30) != 0
trigger1 = EnemyNear(floor(fvar(37))),Vel Y = 0
FV = 30
value = 0
ignorehitpause = 1


;================================================================================================
;

;================================================================================================
;

[State -3]
type = varset
trigger1 = RoundState != 2
var(25) = 0

[State -3]
type = varset
triggerall = !var(25)
trigger1 = Ctrl
var(25) = GameTime
persistent = 0

[State -3]
type = varset
triggerall = RoundState = 2
trigger1 = GameTime = var(25)
trigger2 = (GameTime - var(25))%200 = 1
trigger2 = P2MoveType != A
var(26) = Enemy(0),NumHelper
ignorehitpause = 1

[State -3]
type = varset
triggerall = NumEnemy = 2
trigger1 = GameTime = var(25)
trigger2 = (GameTime - var(25))%200 = 1
trigger2 = P2MoveType != A
var(27) = Enemy(1),NumHelper
ignorehitpause = 1

[State -3]
type = varset
triggerall = Enemy(0),NumHelper - var(26) > 0
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = Enemy(1),NumHelper - var(27) > 0
var(28) = 1
ignorehitpause = 1

[State -3]
type = varset
trigger1 = NumEnemy = 1
trigger1 = Enemy(0),NumHelper - var(26) <= 0
trigger2 = NumEnemy = 2
trigger2 = Enemy(0),NumHelper - var(26) <= 0
trigger2 = Enemy(1),NumHelper - var(27) <= 0
var(28) = 0
ignorehitpause = 1


;================================================================================================
;
[State -3]
Type = varset
Trigger1 = numenemy=1
fvar(37) = 0
;ssssssssssssssssssssssssssssssssssss

[State -3]
Type = varset
Trigger1 = numenemy=2
fvar(37) = ifelse(EnemyNear(0),alive,0,1)

[State -3, MAX S]
type = ChangeState
value = 2010
triggerall = var(59)
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = power >= 3000
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2bodydist X = [-15,50]
triggerall = P2bodydist y >= 0
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -7 
Triggerall = prevstateno = 700
triggerall = EnemyNear(floor(fvar(37))),ctrl = 0
Trigger1 = Random <= var(59)*100
[State -3, Crouching Light Kick]
type = ChangeState
value = 1030
triggerall = var(59)
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2BodyDist X = [-10,15]
triggerall = P2BodyDist Y >= 0
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -5 
Triggerall = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) || prevstateno = 700 || prevstateno = 52000
triggerall = EnemyNear(floor(fvar(37))),ctrl = 0
Trigger1 = Random<= var(59)*100
[State -3, Stand Strong Punch]
type = ChangeState
value = ifelse(Random <= 400, 245, ifelse(Random <= 400, 245, 1040))
triggerall = var(59)
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2BodyDist X = [-21,21]
triggerall = P2BodyDist Y = [-40,0]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -6 
Triggerall = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) || prevstateno = 700 || prevstateno = 52000
triggerall = EnemyNear(floor(fvar(37))),ctrl = 0
Trigger1 = Random<= var(59)*100
[State -3, T S]
type = ChangeState
value = 700
triggerall = var(59)
Triggerall = RoundState = 2
TriggerAll = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
TriggerAll = P2BodyDist X = [-10,110] 
TriggerAll = P2BodyDist Y >= -60 
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = !EnemyNear(floor(fvar(37))),HitDefAttr = SCA,NT,ST,HT
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -30 
TriggerAll = Random<= 80
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) >= 11
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) >= 11
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])
[State -3, LW]
type = ChangeState
value = 700
Triggerall = var(59)
Triggerall = StateType != A
Triggerall = RoundState = 2
Triggerall = !InGuardDist
triggerall = P2StateType != L
Triggerall = P2BodyDist X = [120,160]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = NumProj = 0
Triggerall = Random < 80
Trigger1 = EnemyNear(floor(fvar(37))),NumProj >= 1
Trigger2 = Var(28)
Trigger2 = EnemyNear(floor(fvar(37))),HitDefAttr = ,AP
[State -3, H-Jump]
type = ChangeState
value = 44
Triggerall = var(59)
Triggerall = StateType != A
Triggerall = RoundState = 2
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2MoveType != H
Triggerall = P2BodyDist X >= 200
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = Random <= 120
trigger1 = EnemyNear(floor(fvar(37))),NumProj >= 1 || EnemyNear(floor(fvar(37))),HitDefAttr = SC,NP,SP,HP
Trigger2 = Var(28)
Trigger2 = EnemyNear(floor(fvar(37))),HitDefAttr = ,AP
[State -3]
Type = ChangeState
Value = 120
TriggerAll = var(59)
TriggerAll = StateType = A
TriggerAll = Ctrl
TriggerAll = IfElse(Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0,(Abs(P2Dist X) <= 60),1)
triggerall = Random<=var(59)*100
Trigger1 = InGuardDist || (Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0 && P2MoveType = A)
Trigger1 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger2 = InGuardDist || Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0
Trigger2 = Enemy,NumProj > 0
Trigger3 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger3 = P2BodyDist X < 0
Trigger4 = EnemyNear(floor(fvar(37))),Vel X > 0
Trigger4 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger5 = P2movetype = A
Trigger5 = Var(28)
[State -3]
Type = ChangeState
Value = 120
TriggerAll = var(59)
TriggerAll = StateType != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
TriggerAll = IfElse(Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0,(Abs(P2Dist X) <= 60),1)
triggerall = Random<=var(59)*100
Trigger1 = InGuardDist || (Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0 && P2MoveType = A)
Trigger1 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger2 = InGuardDist || Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0
Trigger2 = Enemy,NumProj > 0 
Trigger3 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger3 = P2BodyDist X < 0
Trigger4 = EnemyNear(floor(fvar(37))),Vel X > 0
Trigger4 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger5 = P2movetype = A
Trigger5 = Var(28)
[State -3,Sjump]
Type = ChangeState
value = ifelse(Random <= 400,41,42)
TriggerAll = var(59)
triggerall = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType = L
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = Facing != EnemyNear(floor(fvar(37))),Facing
Triggerall = EnemyNear(floor(fvar(37))),BackEdgeBodyDist >= 40
Triggerall = P2BodyDist X = [-15,15]
Trigger1 = Random <= var(59)*100
Trigger1 = P2StateNo = [5100,5110]
[State -3, Crouching Light Kick]
type = ChangeState
value = 1030
TriggerAll = var(59)
triggerall = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType = L
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = P2BodyDist X = [-5,15]
Triggerall = Facing = EnemyNear(floor(fvar(37))),Facing
Triggerall = EnemyNear(floor(fvar(37))),AnimTime = -1
Trigger1 = P2StateNo = 5120
Trigger1 = Random <= var(59)*100
[State -1, Crouching Strong Kick]
type = ChangeState
value = 1050
Triggerall = var(59)
Triggerall = RoundState = 2
Triggerall = StateType != A
Triggerall = P2StateType = L
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = Random <= var(59)*100
Triggerall = P2BodyDist X = [-5,40]
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(floor(fvar(37))),AnimTime = -8
[State -3,]
Type = ChangeState
Value = 710
TriggerAll = var(59)
triggerall = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType = L
Triggerall = Facing != EnemyNear(floor(fvar(37))),Facing
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
Triggerall = P2BodyDist X = [-5,80]
Trigger1 = P2StateNo = [5100,5110]
Trigger1 = Random <= var(59)*100
[State -3, Crouching Light Kick]
type = ChangeState
value = 1030
triggerall = var(59)
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-5,15]
triggerall = P2BodyDist Y >= 0
triggerall = P2statetype != L
triggerall = P2movetype = H
triggerall = P2statetype != A
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*100
[State -3, Stand Strong Punch]
type = ChangeState
value = ifelse(Random <= 400, 245, ifelse(Random <= 400, 245, 1040))
triggerall = var(59)
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2BodyDist X = [-21,21]
triggerall = P2BodyDist Y = [-40-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = !inguarddist
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= var(59)*100
[State -3, Crouching Light Punch]
type = ChangeState
value = 1020
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2BodyDist X = [-10,25]
triggerall = P2BodyDist Y >= 0 
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = !inguarddist
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= var(59)*100
[State -3, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59)
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2BodyDist X = [-5,34]
triggerall = P2BodyDist Y = [-45-floor(3*(EnemyNear(floor(fvar(37))),vel Y)+(3*(3+1)/2)*fvar(30)),0-floor(3*(EnemyNear(floor(fvar(37))),vel Y)+(3*(3+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = !inguarddist
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = P2StateType != C
Trigger1 = Random <= var(59)*100
[State -3, Dash]
type = ChangeState
value = 99
triggerall = var(59)
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2BodyDist X >= 30
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22
triggerall = Stateno != 99
triggerall = !inguarddist
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= var(59)*100
[State -3, Sjump]
type = ChangeState
value = 43
triggerall = var(59)
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [0,90]
triggerall = P2BodyDist Y >= 0
triggerall = !inguarddist
triggerall = P2movetype = H
triggerall = P2StateType != L
triggerall = P2StateType = C
triggerall = P2stateno = [120,159]
Trigger1 = Random <= var(59)*100
[State -1, Walk]
type = ChangeState
value = 21
triggerall = !fvar(36)
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = BackEdgeBodyDist > 0
triggerall = !inguarddist
triggerall = stateno != [10,12]
triggerall = ctrl || stateno = 19
trigger1 = enemynear,movetype != H
trigger1 = P2BodyDist X >= 240
trigger1 = random <= 5*var(59)
trigger2 = enemynear,movetype != H
trigger2 = P2BodyDist X = [120,240]
trigger2 = random <= 10*var(59)
trigger3 = enemynear,movetype != H
trigger3 = P2BodyDist X = [0,120]
trigger3 = random <= 10*var(59)
trigger4 = enemynear,statetype = L
trigger4 = P2BodyDist X <= 30
trigger4 = random <= 10*var(59)
trigger5 = enemynear,movetype = H
trigger5 = enemynear,statetype = A
trigger5 = P2BodyDist X <= 5
trigger5 = enemynear,BackEdgeBodyDist <= 0 || enemynear,FrontEdgeBodyDist <= 0
trigger5 = random <= 8*var(59)
[State -1, Walk]
type = ChangeState
value = 22
triggerall = !fvar(36)
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = frontedgebodydist > 0
triggerall = !inguarddist
triggerall = ctrl || stateno = 21
triggerall = stateno != [10,12]
trigger1 = P2BodyDist X = [240,270]
trigger1 = random <= 7*(var(59))
trigger2 = P2BodyDist X = [120,240]
trigger2 = random <= 10*(var(59))
trigger3 = P2BodyDist X = [0,120]
trigger3 = random <= 8*(var(59))
trigger3 = enemynear,stateno != [5000,5210]
trigger4 = enemynear,StateNo= [120,155]
trigger4 = random <= 10*(var(59))
trigger4 = P2BodyDist X <= 60
trigger5 = enemynear,statetype != A
trigger5 = enemynear,statetype = L
trigger5 = P2BodyDist X = [40,120]
trigger5 = random <= 100*(var(59))
trigger6 = enemynear,statetype != L
trigger6 = enemynear,movetype = H
trigger6 = enemynear,stateno = [5000,5029]
trigger6 = random <= 100*var(59)
[State -3, SKr]
type = ChangeState
value = 3000
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 3000
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),65+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2Statetype = A
Trigger1 = Random <= 80
[State -3, SKr]
type = ChangeState
value = 1725
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),65+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2Statetype = A
Trigger1 = Random <= 80
[State -3, AKE]
type = ChangeState
value = 1720
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2bodydist X = [-10+floor(9*(EnemyNear(floor(fvar(37))),vel X)),30+floor(9*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-81-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30)),0-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2Statetype = A
Trigger1 = Random <= 80
[State -3, Crouching Light Kick]
type = ChangeState
value = 1030
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-5+floor(5*(EnemyNear(floor(fvar(37))),vel X)),15+floor(5*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y >= 0--floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30))
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2statetype != C
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*20
[State -3, Crouching Strong Kick]
type = ChangeState
value = 1050
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-5+floor(9*(EnemyNear(floor(fvar(37))),vel X)),40+floor(9*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y >= 0--floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(5+1)/2)*fvar(30))
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2statetype != C
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*15
[State -3, Stand Strong Punch]
type = ChangeState
value = ifelse(Random <= 400, 245, ifelse(Random <= 400, 245, 1040))
triggerall = var(59)
triggerall = roundstate = 2
triggerall = P2BodyDist X = [-21,21]
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-21+floor(6*(EnemyNear(floor(fvar(37))),vel X)),21+floor(6*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-40-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*30
[State -3, Crouching Light Punch]
type = ChangeState
value = 1020
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-30+floor(5*(EnemyNear(floor(fvar(37))),vel X)),30+floor(5*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-10-floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30)),0-floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*30
[State -3, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [-34+floor(3*(EnemyNear(floor(fvar(37))),vel X)),34+floor(3*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-45-floor(3*(EnemyNear(floor(fvar(37))),vel Y)+(3*(3+1)/2)*fvar(30)),0-floor(3*(EnemyNear(floor(fvar(37))),vel Y)+(3*(3+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2statetype != C
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*30
[State -3, Standing Strong Kick]
type = ChangeState
value = 210
triggerall = var(59)
triggerall = roundstate = 2
triggerall = p2bodydist X > 24
triggerall = P2BodyDist X = [24,40]
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [24+floor(12*(EnemyNear(floor(fvar(37))),vel X)),40+floor(12*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-41-floor(12*(EnemyNear(floor(fvar(37))),vel Y)+(12*(12+1)/2)*fvar(30)),0-floor(3*(EnemyNear(floor(fvar(37))),vel Y)+(12*(12+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*10
[State -3, Stand Light Kick]
type = ChangeState
value = ifelse(Random <= 400,230,200)
triggerall = var(59)
triggerall = roundstate = 2
triggerall = P2BodyDist X > 11
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99
triggerall = P2BodyDist X = [12+floor(7*(EnemyNear(floor(fvar(37))),vel X)),60+floor(7*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-45-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)),0-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2statetype != C
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*30
[State -3, UKEMI]
type = ChangeState
value = 52000
triggerall = var(59)
triggerall = alive = 1
Triggerall = Random <= var(59)*100
trigger1 = stateno = 5050
trigger1 = pos y > -30
trigger1 = vel y > 0 && vel y < 9
[State -3, UKEMI]
type = ChangeState
value = 5210
triggerall = Var(59)
triggerall = roundstate = 2
triggerall = stateno = 5050
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
triggerall = inguarddist
trigger1 = random <= 100*var(59)
[State -3, Jump Strong Punch]
type = ChangeState
value = 640
triggerall = var(59)
triggerall = roundstate = 2
triggerall = stateno != 105
triggerall = statetype = A
triggerall = ctrl
triggerall = vel X = 0
triggerall = P2BodyDist X = [-15+floor(9*(EnemyNear(floor(fvar(37))),vel X)+floor(9*vel X)),24+floor(9*(EnemyNear(floor(fvar(37))),vel X)+floor(9*vel X))]
triggerall = P2BodyDist Y = [-50-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30)-floor(9*vel Y)-(9*(9+1)/2)*0.54),11-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30)-floor(9*vel Y)-(9*(9+1)/2)*0.54)]
triggerall = (EnemyNear(floor(fvar(37))),statetype != A && Vel Y >= 0) || EnemyNear(floor(fvar(37))),statetype = A
triggerall = !inguarddist
triggerall = P2statetype != L
trigger1 = random <= 100*var(59)
[State -3, Jump Strong Punch]
type = ChangeState
value = 640
triggerall = var(59)
triggerall = roundstate = 2
triggerall = stateno != 105
triggerall = statetype = A
triggerall = ctrl
triggerall = vel X != 0
triggerall = P2BodyDist X = [-15+floor(5*(EnemyNear(floor(fvar(37))),vel X)+floor(5*vel X)),31+floor(5*(EnemyNear(floor(fvar(37))),vel X)+floor(5*vel X))]
triggerall = P2BodyDist Y = [-46-floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30)-floor(5*vel Y)-(5*(5+1)/2)*0.54),45-floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30)-floor(5*vel Y)-(5*(5+1)/2)*0.54)]
triggerall = (EnemyNear(floor(fvar(37))),statetype != A && Vel Y >= 0) || EnemyNear(floor(fvar(37))),statetype = A
triggerall = !inguarddist
triggerall = P2statetype != L
trigger1 = random <= 100*var(59)
[State -3, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59)
triggerall = roundstate = 2
triggerall = stateno != 105
triggerall = statetype = A
triggerall = ctrl
triggerall = P2BodyDist X = [-15+floor(7*(EnemyNear(floor(fvar(37))),vel X)+floor(7*vel X)),54+floor(7*(EnemyNear(floor(fvar(37))),vel X)+floor(7*vel X))]
triggerall = P2BodyDist Y = [-22-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)-floor(7*vel Y)-(7*(7+1)/2)*0.54),59-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)-floor(7*vel Y)-(7*(7+1)/2)*0.54)]
triggerall = (EnemyNear(floor(fvar(37))),statetype != A && Vel Y >= 0) || EnemyNear(floor(fvar(37))),statetype = A
triggerall = !inguarddist
triggerall = P2statetype != L
trigger1 = random <= 100*var(59)
[State -3, Crouching Light Punch]
type = ChangeState
value = 1020
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= 800
trigger1 = stateno = 1030 && Movehit ;&& AnimElem = 2, >= 1 && Movehit
[State -3, Crouching Light Punch]
type = ChangeState
value = 1702
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= 800
trigger1 = stateno = 1700 && Movehit && AnimElem = 3, >= 4 && Movehit
[State -3, Crouching Light Punch]
type = ChangeState
value = 1704
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= 800
trigger1 = stateno = 1702 && Movehit && AnimElem = 3, >= 4 && Movehit
[State -1, AI Silent Nage]
type = ChangeState
triggerall = NumEnemy
triggerall = roundstate = 2 && var(59)
triggerall = ctrl && StateType != A
triggerall = P2statetype != A && P2statetype != L
triggerall = P2movetype = I && P2movetype != H
triggerall = P2bodyDist X <= 10
triggerall = P2stateno != 5120
Trigger1 = Random<= 350;var(59)*70
value = ifelse(Random <= 400,800,860)











