;[Statedef -5]
;=============================================================================;
;fatality_fire_enemy_front

;-------------Fatality-------------
[Statedef 70146603]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 70146603
sprpriority = 2
poweradd=-1000

[State 70146603, 1]
type = HitDef
Trigger1 = Time = 0
;Trigger2 = =P2Name! = "Smoke"
trigger2 = enemy,authorname! = "Smoke" && enemy,name = "Smoke"
trigger3 = enemy,authorname! = "Lollop" && enemy,name = "Lollop"
trigger4 = enemy,authorname! = "Smoke" && enemy,name = "Nicole"
trigger5 = enemy,authorname! = "Smoke" && enemy,name = "Van Damme"
trigger6 = enemy,authorname! = "Smoke" && enemy,name = "Cucu"
trigger7 = enemy,authorname! = "Smoke" && enemy,name = "Monica"
trigger8 = enemy,authorname! = "Smoke" && enemy,name = "Wendy"
trigger9 = enemy,authorname! = "Smoke" && enemy,name = "Jessica"
trigger10 = enemy,authorname! = "Smoke" && enemy,name = "Camila"
trigger11 = enemy,authorname! = "Smoke" && enemy,name = "Marilyn Manson"
trigger12 = enemy,authorname! = "Smoke" && enemy,name = "Denisse Laval"
trigger13 = enemy,authorname! = "Smoke" && enemy,name = "Helen"
trigger14 = enemy,authorname! = "Smoke" && enemy,name = "Angelique"
trigger15 = enemy,authorname! = "Smoke" && enemy,name = "Annie Polley"
trigger16 = enemy,authorname! = "Smoke" && enemy,name = "RoseMary Karen"
trigger17 = enemy,authorname! = "Smoke" && enemy,name = "Ryu"
trigger18 = enemy,authorname! = "Smoke" && enemy,name = "Guile"
trigger19 = enemy,authorname! = "Smoke" && enemy,name = "Mel"
trigger20 = enemy,authorname! = "hannah montana" && enemy,name = "Rocio Rocket"
attr = S, HT          ;Attributes: Standing, Normal Throw
hitflag =M ;M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
sprpriority = 1       ;Draw in front of p2
;p1facing = ifelse (command = "holdfwd", -1, 1) ;Turn if holding forwards
p2facing = 1          ;Force p2 to face KFM
p1stateno = 70146600;On success, KFM changes to state 810
p2stateno = 701466603      ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0        ;This prevents p2 from going into a guard state if close
;fall = 1              ;Force p2 into falling down

[State 70146603,nop]
type = Explod
trigger1 = AnimElem = 3
;trigger1= time=70
anim = 70146602
id = 70146603
pos=0,0
postype = p1
bindtime = -1
;removetime = 220 
sprpriority = 3
ownpal = 1

[State 70146603,2]
type = PlaySnd
trigger1 = time = 0
value = s2019,2

[State 70146603,2]
type = PlaySnd
trigger1 = animelem=3
value = s2019,1

[State 70146603,2]
type = PlaySnd
trigger1 = animelem=2
value = s2019,4



[State 70146603,1]
type = explod
trigger1 = Time = 0
anim = 70141898
pos = 0,0
postype = p1
ontop = 0
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
ownpal = 1
sprpriority = 3


[State 70146603, pause]
type = SuperPause
trigger1 = AnimElem = 1
time = 80
pos = 5, -63
darken = 1
anim = -1
sound = s3080,0


;[state 66603, 3]
;type = AssertSpecial
;trigger1 = 1
;flag = noshadow


[State 70146603, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 70146616
ctrl = 0
;-------------------
[Statedef 70146600] ;­
type = S
movetype = I
physics = N
ctrl = 0
anim = 70146600
sprpriority = 2

;[State 6600, 0]
;type = Sprpriority
;trigger1 = Animelem >= 3
;value = -1

[State 70146600, 1]
type = Width
trigger1 = AnimElem = 1
edge = 40, 0

[State 70146600,nop]
type = Explod
trigger1 = time=0
;trigger1= time=70
anim = 70146601
id = 70146601
pos=0,0
postype = p1
bindtime = -1
;removetime = 220 
sprpriority = 3 ;9
ownpal = 1

[State 70146600, 55]
type = Playsnd
trigger1 = Time = 0
value = s65535,4


[State 70146600, 66]
type = Playsnd
trigger1 = Time = 0
value = s65535,5


[State 70146600, 4]
type = Helper
trigger1 = Time = 60
;trigger1 = NumHelper(6606) = 0 ;Não pode haver nenhum Helper como este na tela.
ID = 70146606
pos = 0,0
postype = p2 ;P2
facing = -1
stateno = 70146606
helpertype = normal
name = "calaca"
keyctrl = 0
sprpriority >= -2
ownpal = 1

;[State 6600, 4]
;type = BGPalFX
;trigger1 = time = 2
;time = 9999
;add = -130, -130, -130
;ignorehitpause

;bug
;[State 6600, 2]
;type = PlaySnd
;trigger1 = time = 0
;value = s11,0

[State 70146600, 3]
type = AssertSpecial
trigger1 = time = [0, 5000]
flag = nokoslow

[State 70146600, 4]
type = AssertSpecial
trigger1 = time = [0, 5000]
flag = nokosnd





[State 70146600, 3]
type = ChangeState
Trigger1 = AnimTime = 0
value = 70146616
ctrl = 0


;anip2DEAD?!!
[Statedef 701466603]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -9

;[State 66603, 2]
;type = BGPalFX
;trigger1 = AnimElem = 10
;time = 999999
;add = 0,0,0
;mul = 0,0,0

[State 701466603, 5]
type = Posset
trigger1 = time = 61
Y = 1500 ;900


[State 701466603, 1]
type = ChangeAnim2
Trigger1 = Time = 0
;Trigger1 = SelfAnimExist(5300)
value = 70146500
;value = 5000

[State 7014820, 2] 
type = Width
trigger1 = AnimElem = 1, >= 0
edge = 0, 0

[State 701466603, 3]
type = LifeAdd
Trigger1 = time = 74
value = -999999990

[State 70141160,AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = noshadow


[State 701466603, 4]
type = SelfState
trigger1 = time = 100
value = 150
ctrl = 0
;----------------------------------------------
[Statedef 701466604]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 701466604, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 70145300

[State 701466604, 2] 
type = Width
trigger1 = AnimElem = 1, >= 0
edge = 0, 0

[State 701466604, 5]
type = PosSet
trigger1 = time >= 4 ;Helper aparecerá no mesmo momento.
y = 1500



[State 701466604, 3]
type = LifeAdd
Trigger1 = AnimElem = 2
value = -999999990

[State 701466604, 4]
type = SelfState
trigger1 = Time >= 300
value = 150
ctrl = 0
;-----dead--------
[Statedef 70146606]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
anim = 70146606
ctrl = 0


[State 70146606, 2]
type = PlaySnd
trigger1 = time=0
value = s35535,5

[State 70146606, 2]
type = PlaySnd
trigger1 = animelem = 28
value = s65535,1


;bug_nuevo_nuevo
;[State 6606, 1]
;type = Helper
;trigger1 = NumHelper(6606) = 0 
;ID = 6606
;pos = 0,0
;postype = P2
;stateno = 6606
;helpertype = normal
;name = "mouerto"
;keyctrl = 0
;sprpriority >= -2
;ownpal = 1
;borrar_si algo_fallo




;bug_nuevo_nuevo
[State 70146606, 1]
type = Helper
trigger1 = NumHelper(70146606) = 0 
ID = 70146606
pos = 0,0
postype = P2
stateno = 70146606
helpertype = normal
name = "mouerto"
keyctrl = 0
sprpriority >= -2
ownpal = 1
;borrar_si algo_fallo











[State 7014666606, 2]
type = Destroyself
trigger1 = animtime = 0 ;Time = 99999999999999
;----------
[Statedef 70146616]
type = S
movetype = I
physics = S
anim = 70146616
ctrl = 0
velset = 0,0
sprpriority = 2

[State 70146616,2]
type = PlaySnd
trigger1 = time = 0
value = s2019,2


[State 70146616,1]
type = explod
trigger1 = Time = 0
anim = 70141898
pos = 0,0
postype = p1
ontop = 0
ownpal = 1
sprpriority = 3

[State 70146616,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

;[Statedef -6]

;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
;[State -6, Landing Sound]
;type = PlaySnd
;triggerall = Time = 1
;trigger1 = stateno = 52 ;Jump land
;trigger2 = stateno = 106 ;Run-back land
;value = 40, 0


