[Data]
life=1000
attack=100
defence=100
fall.defence_up=50
liedown.time=45
airjuggle=15
sparkno=-1
guard.sparkno=-1
volume=150
IntPersistIndex=0
FloatPersistIndex=0
echo=0
KO.echo = 0

[Size]
xscale=1
yscale=1
z.width=1
ground.back=15
ground.front=13
air.back=12
air.front=12
height=60
attack.width=0
attack.dist=160
proj.attack.dist=90
proj.doscale=0
head.pos = -5, -90
mid.pos = -5, -60 
;vnshadowoffset = 0  
;draw.offset = 0,0 

[Movement]
airjump.num=1
airjump.height=35
yaccel=0.43
crouch.friction=0.82
stand.friction=0.85

[Velocity]
walk.fwd=2.6
walk.back=-2.45
run.fwd=5.1,0
run.back=-4.5,-3.8
runjump.back=-2.55,-8.6
runjump.fwd=4,-8.6
jump.neu=0,-8.6
jump.back=-3.2,0
jump.fwd=3.2,0
airjump.neu=0,-8.6
airjump.back=-2.55,-8.6
airjump.fwd=2.5,-8.6

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

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5 && Anim != 1 && Anim != 2
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

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

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

[State 0, 5]
type = Varset
trigger1 = Var(13) != 0
trigger1 = time >= 8
v = 13
value = 0

[State 0, 6]
type = PosSet
trigger1 = 1
trigger1 = var(4) = 0
y = 0

;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

;---------------------------------------------------------------------------
; Jump Down (empty state for compatibility)
[Statedef 51]
type    = A
physics = A
anim = 51

[State 51, 1]
type = Null
trigger1 = 1

;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "Guard"
;trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "Guard"
;trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = command != "holddown"
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = command != "Guard"
;trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command != "Guard"
;trigger2 = !inguarddist
value = 131

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = command != "Guard"
;trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51

;---------------------------------------------------------------------------
; Loser!
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

[State 170, 1]
type = Playsnd
trigger1 = Time = 0
value = 5,2

;**********WIN POSE DEFINITION**********
[Statedef 180]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

[State 180, AltSetFatal]
type = Varset
trigger1 = time = 0
v = 9
value = 1

[State 180 , 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 180, Win]
type = changeanim
trigger1 = time = 0
value = 180

[State 180, Wins]
type = Playsnd
trigger1 = Time = 0
value = 9005,1

[State 180, 3]
type = Playsnd
trigger1 = time = 110
trigger1 = life = 1000
value = 2100, 0

[State 180, 3.6]
type = Playsnd
trigger1 = time = 200
trigger1 = Var(4) = 1
value = 2000, 0

[State 180, 3.7]
type = Playsnd
trigger1 = time = 215
trigger1 = Var(4) = 5
value = 7621, 0

[State 180, 3.8]
type = Playsnd
trigger1 = time = 215
trigger1 = Var(4) = 9
value = 2600, 0

[State 180, 4]
type = Explod
trigger1 = time = 110
trigger1 = life = 1000
anim = 2999
name = "FlawlessVictory"
id = 2999
pos = 160, 77
postype = left
facing = 1
sprpriority = -1
ownpal = 0
ontop = 1

[State 180, 4.1]
type = Explod
trigger1 = Var(4) >= 1
trigger1 = time = 200
trigger1 = life = 1000
anim = 7522
name = "Fatality"
id = 7522
pos = 160, 83
postype = left
HelperType = normal
facing = 1
sprpriority = -1
ownpal = 0
ontop = 1

[State 180, 4.15]
type = Explod
trigger1 = Var(4) >= 1
trigger1 = time = 200
trigger1 = life < 1000
anim = 7522
name = "Fatality"
id = 7522
pos = 160, 73
postype = left
HelperType = normal
facing = 1
sprpriority = -1
ownpal = 0
ontop = 1

[State 180, 4.2]
type = Explod
trigger1 = Var(4) = 5
trigger1 = time = 215
trigger1 = life = 1000
anim = 667
name = "Buffality"
id = 667
pos = 160, 97
postype = left
HelperType = normal
facing = 1
sprpriority = -1
ownpal = 0
ontop = 1

[State 180, 4.25]
type = Explod
trigger1 = Var(4) = 5
trigger1 = time = 215
trigger1 = life < 1000
anim = 7621
name = "Brutality"
id = 7621
pos = 160, 84
postype = left
HelperType = normal
facing = 1
sprpriority = -1
ownpal = 0
ontop = 1

[State 180, 4.2]
type = Explod
trigger1 = Var(4) = 9
trigger1 = time = 215
trigger1 = life = 1000
anim = 7878
name = "Friendship"
id = 7878
pos = 160, 97
postype = left
HelperType = normal
facing = 1
sprpriority = -1
ownpal = 0
ontop = 1

[State 180, 4.3]
type = Explod
trigger1 = Var(4) = 9
trigger1 = time = 215
trigger1 = life < 1000
anim = 7878
name = "Friendship"
id = 7878
pos = 160, 84
postype = left
HelperType = normal
facing = 1
sprpriority = -1
ownpal = 0
ontop = 1

[State 180, 2.2] ;Don't End Round
type = AssertSpecial
trigger1 = time < 370
flag = roundnotover

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

[State 191, No1stFatal]
type = Varset
trigger1 = time = 0
v = 9
value = 0

[State 191 , 1]
type = AssertSpecial
trigger1 = Time = [0,70]
flag = Intro

[State 191 , 1]
type = AssertSpecial
trigger1 = Time = [0,110]
trigger1 = palno = 9
flag = Intro

; Uppercut-------------------------------------------------------------------------------
[Statedef 400]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 12                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 400                       ;Change animation (Def: no change)
;poweradd = 100                    ;Power to add (Def: 0)

[State 400, 1-1]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = Var(9) = 1
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 215,43                  ;Damage that move inflicts
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
;numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = -1                     ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,7                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime = 11             ;Time victim is in hit state
ground.velocity = -2.5, -9.5     ;Velocity at which victim is pushed
airguard.velocity = -1, -1.3   ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -2.5,-9.5           ;X-velocity at which victim is pushed,
fall = 1
air.fall = 1
fall.recover = 0
kill = 0

[State 400, 1-2]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = Var(9) = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 215,43                  ;Damage that move inflicts
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
;numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = -1                     ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,7                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -2.5, -9.5     ;Velocity at which victim is pushed
airguard.velocity = -1, -1.3   ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -2.5, -9.5           ;X-velocity at which victim is pushed,
fall = 1
air.fall = 1
fall.recover = 0

[State 400, No Cam Move]
type = ScreenBound
trigger1 = 1
value = 1
;MoveCamera= 1, 0

[State 400, 2]
type = PlaySnd
trigger1 = Time = 1
value = 9000, 7

[State 400, 3]
type = Helper
;trigger1 = Time = 6
;trigger1 = movehit = 1
trigger1 = movehit && !numhelper(6000) && time < 17
stateno = 6040
id = 6000
name = "UPPERCUT"
pos = 21,-99
postype = P1
helpertype = normal
sprpriority = -1
keyctrl = 1
ownpal = 1
under = 1

[State 400, 3-2]
type = ChangeAnim
;trigger1 = Time = 6
;trigger1 = movehit = 1
trigger1 = movehit && !numhelper(1000) && time < 12
trigger1 = anim = 400
value = 401

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

[State 400, 5]
type = VarRandom
trigger1 = movehit = 1
v = 11
range = 1, 200

[State 400, 6]
type = Varset
trigger1 = moveguarded = 1
v = 11
value = 0

[State 400, 7]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(11) = [1, 24]
trigger1 = time = 12
value = 9001, 0

[State 400, 8]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(11) = [25, 49]
trigger1 = time = 12
value = 9001, 1

[State 400, 9]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(11) = [50, 74]
trigger1 = time = 12
value = 9001,2

[State 400, 10]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(11) = [75, 99]
trigger1 = time = 12
value = 9001,3

[State 400, 11]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(11) = [100, 124]
trigger1 = time = 12
value = 9001,4

[State 400, 12]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(11) = [125, 149]
trigger1 = time = 12
value = 9001,5

[State 400, 13]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(11) = [150, 174]
trigger1 = time = 12
value = 9001,6

; Starting Standing LP--------------------------------------------------------------------------
[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)

[State 200, 1-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 1
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 43,8                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
numhits = 0                      ;Number of hits to count as (Def: 1)
sparkno = -1                      ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,9                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime = 11             ;Time victim is in hit state
ground.velocity = -2             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
kill = 0

[State 200, 1-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 43,8                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
numhits = 0                      ;Number of hits to count as (Def: 1)
sparkno = -1                      ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,9                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -2             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,

[State 200, 2]
type = PlaySnd
trigger1 = Time = 1
value = 9000, 1

[State 200, 3]
type = Helper
;trigger1 = Time = 7
;trigger1 = movehit = 1
trigger1 = movehit && !numhelper(1001) && time < 12
stateno = 6015
id = 1001
name = "HP Blood"
pos = 70,-79
postype = P1
helpertype = normal
sprpriority = 0
keyctrl = 1
ownpal = 1

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Standing LP Left --------------------------------------------------------------
[Statedef 201]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 201                       ;Change animation (Def: no change)
;poweradd = 20                    ;Power to add (Def: 0)

[State 201, 1-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 1
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 43,8                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
numhits = 0                      ;Number of hits to count as (Def: 1)
sparkno = -1                      ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,9                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -2             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
kill = 0

[State 201 , 1-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 43,8                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
numhits = 0                      ;Number of hits to count as (Def: 1)
sparkno = -1                      ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,9                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -2             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,2

[State 201, 2]
type = PlaySnd
trigger1 = Time = 1
value = 9000, 1

[State 201, 3]
type = Helper
;trigger1 = Time = 7
;trigger1 = movehit = 1
trigger1 = movehit && !numhelper(1002) && time < 12
stateno = 6015
id = 1002
name = "HP Blood"
pos = 70,-79
postype = P1
helpertype = normal
sprpriority = 0
keyctrl = 1
ownpal = 1

[State 201, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Standing LP Right--------------------------------------------------------------
[Statedef 202]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 202                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)

[State 202, 1-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 1
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 43,8                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
numhits = 0                      ;Number of hits to count as (Def: 1)
sparkno = -1                      ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,9                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime = 11             ;Time victim is in hit state
ground.velocity = -2             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
kill = 0

[State 202, 1-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 43,8                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
numhits = 0                      ;Number of hits to count as (Def: 1)
sparkno = -1                      ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,9                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -2             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,

[State 202, 2]
type = PlaySnd
trigger1 = Time = 1
value = 9000, 1

[State 202, 3]
type = Helper
;trigger1 = Time = 7
;trigger1 = movehit = 1
trigger1 = movehit && !numhelper(1003) && time < 12
stateno = 6015
id = 1003
name = "HP Blood"
pos = 70,-79
postype = P1
helpertype = normal
sprpriority = 0
keyctrl = 1
ownpal = 1

[State 202, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Standing Low Kick--------------------------------------------------------------
[Statedef 210]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 210                       ;Change animation (Def: no change)
;poweradd = 20                    ;Power to add (Def: 0)

[State 210, 1-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Var(9) = 1
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 124,25                ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = -1                   ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,9                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
kill = 0

[State 210, 1-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Var(9) = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 124,25                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = -1                   ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,9                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,

[State 210, 2]
type = PlaySnd
trigger1 = Time = 1
value = 9000, 6

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

; Elbow-----------------------------------------------------------------------
[Statedef 240]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 240                       ;Change animation (Def: no change)
;poweradd = 20                    ;Power to add (Def: 0)

[State 240, 1-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 1
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 93,18                   ;Damage that move inflicts
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = -1                      ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,9                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 22             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
kill = 0

[State 240 , 1-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 93,18                   ;Damage that move inflicts
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = -1                      ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,9                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 22             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,

[State 240, 2]
type = Helper
;trigger1 = Time = 5
;trigger1 = movehit = 1
trigger1 = movehit && !numhelper(1004) && time < 12
stateno = 6020
name = "Backfist"
id = 1004
pos = 70,-92
postype = P1
helpertype = normal
sprpriority = 0
keyctrl = 1
ownpal = 1
under = 1

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

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Knee----------------------------------------------------------------
[Statedef 250]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 250                       ;Change animation (Def: no change)
;poweradd = 20                    ;Power to add (Def: 0)

[State 250, 1-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 1
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 120,24                   ;Damage that move inflicts
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 10,0                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = -1                      ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,9                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 25             ;Time victim is in hit state
ground.velocity = -5.5             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
kill = 0

[State 250, 1-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 120,24                   ;Damage that move inflicts
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 10,0                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = -1                      ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,9                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 25             ;Time victim is in hit state
ground.velocity = -5.5             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,

[State 250, 2]
type = Helper
;trigger1 = Time = 7
;trigger1 = movehit = 1
trigger1 = movehit && !numhelper(1005) && time < 12
stateno = 6020
name = "High Kick Blood"
id = 1005
pos = 70,-92
postype = P1
helpertype = normal
sprpriority = 0
keyctrl = 1
ownpal = 1
under = 1

[State 250, 3]
type = PlaySnd
trigger1 = Time = 1
value = 9000, 6

[State 250, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Standing High Kick-------------------------------------------------------------
[Statedef 211]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 211                      ;Change animation (Def: no change)
;poweradd = 20                    ;Power to add (Def: 0)

[State 211, 1-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Var(9) = 1
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 145,29                   ;Damage that move inflicts
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = -1                      ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,7                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
kill = 0

[State 211, 1-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Var(9) = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 145,29                   ;Damage that move inflicts
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shaks
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = -1                      ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,7                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,

[State 211, 2]
type = Helper
;trigger1 = Time = 13
;trigger1 = movehit = 1
trigger1 = movehit && !numhelper(1006) && time < 17
stateno = 6020
id = 1006
name = "High Kick Blood"
pos = 70,-92
postype = P1
helpertype = normal
sprpriority = 0
keyctrl = 1
ownpal = 1
under = 1

[State 211, 3]
type = PlaySnd
trigger1 = Time = 1
value = 9000, 6

[State 211, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Starting Standing High Punch------------------------------------------------------------------
[Statedef 203]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 203                       ;Change animation (Def: no change)
;poweradd = 20                    ;Power to add (Def: 0)

[State 203, 1-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 1
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 43,8                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
numhits = 0                      ;Number of hits to count as (Def: 1)
sparkno = -1                      ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,9                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime = 11             ;Time victim is in hit state
ground.velocity = -2             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
kill = 0

[State 203, 1-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 43,8                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
numhits = 0                      ;Number of hits to count as (Def: 1)
sparkno = -1                      ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,9                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -2             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,

[State 203, 2]
type = Helper
;trigger1 = Time = 7
;trigger1 = movehit = 1
trigger1 = movehit && !numhelper(1007) && time < 12
stateno = 6015
id = 1007
name = "HP Blood"
pos = 70,-92
postype = P1
helpertype = normal
sprpriority = 0
keyctrl = 1
ownpal = 1

[State 203, 3]
type = PlaySnd
trigger1 = Time = 1
value = 9000, 0

[State 203, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Standing High Punch Left----------------------------------------------------------------------
[Statedef 204]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 204                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)

[State 204, 1-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 1
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 43,8                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
numhits = 0                      ;Number of hits to count as (Def: 1)
sparkno = -1                   ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,9                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -2             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
kill = 0

[State 204, 1-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 43,8                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
numhits = 0                      ;Number of hits to count as (Def: 1)
sparkno = -1                   ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,9                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -2             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,

[State 204, 2]
type = Helper
;trigger1 = Time = 12
;trigger1 = movehit = 1
trigger1 = movehit && !numhelper(1008) && time < 16
stateno = 6015
id = 1008
name = "HP Blood"
pos = 70,-92
postype = P1
helpertype = normal
sprpriority = 0
keyctrl = 1
ownpal = 1

[State 204, 3]
type = PlaySnd
trigger1 = Time = 1
value = 9000, 0

[State 204 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Standing High Punch Right---------------------------------------------------------------------
[Statedef 205]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 205                       ;Change animation (Def: no change)
;poweradd = 20                    ;Power to add (Def: 0)

[State 205, 1-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 1
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 43,8                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
numhits = 0                      ;Number of hits to count as (Def: 1)
sparkno = -1                      ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,9                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime = 11             ;Time victim is in hit state
ground.velocity = -2             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
kill = 0

[State 205, 1-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 43,8                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
numhits = 0                      ;Number of hits to count as (Def: 1)
sparkno = -1                      ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,9                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -2             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,

[State 205, 2]
type = Helper
;trigger1 = Time = 7
;trigger1 = movehit = 1
trigger1 = movehit && !numhelper(1009) && time < 12
stateno = 6015
id = 1009
name = "HP Blood"
pos = 70,-92
postype = P1
helpertype = normal
sprpriority = 0
keyctrl = 1
ownpal = 1

[State 205, 3]
type = PlaySnd
trigger1 = Time = 1
value = 9000, 0

[State 205, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;RoundHouse
[Statedef 220]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 9                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 220                      ;Change animation (Def: no change)
;poweradd = 20                    ;Power to add (Def: 0)

[State 220, 1-1]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = Var(9) = 1
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 168,34                   ;Damage that move inflicts
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = -1                     ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,7                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4, -6        ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -3,-6           ;X-velocity at which victim is pushed,
fall = 1
air.fall = 1
fall.recover = 0
kill = 0

[State 220, 1-2]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = Var(9) = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 168,34                   ;Damage that move inflicts
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = -1                     ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,7                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4, -6        ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -3,-6           ;X-velocity at which victim is pushed,
fall = 1
air.fall = 1
fall.recover = 0

[State 220, 2]
type = Helper
;trigger1 = Time = 16
;trigger1 = movehit = 1
trigger1 = movehit && !numhelper(1010) && time < 22
stateno = 6040
id = 1010
name = "Roundhouse"
pos = 70,-92
postype = P1
helpertype = normal
sprpriority = 0
keyctrl = 1
ownpal = 1

[State 220, 3]
type = PlaySnd
trigger1 = Time = 1
value = 9000, 2

[State 220, 3]
type = PlaySnd
trigger1 = Time = 2
value = 9000, 7
channel = 1

[State 220, No Cam Move]
type = screenbound
trigger1 = time = 0
movecamera = 0, 0
value = 0

[State 220, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Sweep----------------------------------------------------------------
[Statedef 230]
type    = C
movetype= A
physics = C
juggle  = 4
;poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 230

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 1,6

[State 230, 2-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = P2StateNo != 5110
trigger1 = P2StateNo != 5075
trigger1 = P2StateNo != 5071
trigger1 = Var(9) = 1
attr = S, NA
animtype  = Back
damage = 57,11
getpower = 75,150
guardflag = L
hitflag = M
pausetime = 0,0
sparkxy = -10,-70
sparkno = -1                   
hitsound = S5,9
guardsound = 6,0
ground.type = Trip
ground.slidetime = 17
ground.hittime = 17
ground.velocity = 0
air.velocity = -1,-2.4
air.hittime = 17  
kill = 0
fall = 1
fall.recover = 0

[State 230, 2-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = P2StateNo != 5110
trigger1 = P2StateNo != 5075
trigger1 = P2StateNo != 5071
trigger1 = Var(9) = 0
attr = S, NA
animtype  = Back
damage = 57,11
getpower = 75,150
guardflag = L
hitflag = M
pausetime = 0,0
sparkxy = -10,-70
sparkno = -1                   
hitsound   = S5,9
guardsound = 6,0
ground.type = Trip
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0
air.velocity = -1,-2.4
air.hittime = 17 
fall = 1
fall.recover = 0

[State 230, 2-3]
type = HitDef
triggerall = AnimElem = 5
triggerall = Var(9) = 1
trigger1 = P2StateNo = 5110
trigger2 = P2StateNo = 5075
trigger3 = P2StateNo = 5071
attr = S, NA
animtype  = Back
damage = 57,11
getpower = 75,150
guardflag = L
hitflag = MAFD
pausetime = 0,0
sparkxy = -10,-70
sparkno = -1                   
hitsound = S5,9
guardsound = 6,0
ground.type = Low
ground.slidetime = 0
ground.hittime = 17
ground.velocity = 0
air.velocity = 0,0
air.hittime = 17  
kill = 0
fall = 1
fall.recover = 0
p2stateno = 231

[State 230, 2-4]
type = HitDef
triggerall = AnimElem = 5
triggerall = Var(9) = 0
trigger1 = P2StateNo = 5110
trigger2 = P2StateNo = 5075
trigger3 = P2StateNo = 5071
attr = S, NA
animtype  = Back
damage = 57,11
getpower = 75,150
guardflag = L
hitflag = MAFD
pausetime = 0,0
sparkxy = -10,-70
sparkno = -1                   
hitsound   = S5,9
guardsound = 6,0
ground.type = Trip
ground.slidetime = 0
ground.hittime  = 17
ground.velocity = 0
air.velocity = 0,0
air.hittime = 17 
fall = 1
fall.recover = 0
p2stateno = 231

[State 230, 3]
type = PlaySnd
trigger1 = Time = 1
value = 9000, 2

[State 230, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

:Tripped P2 hit repeatly
[Statedef 231]
type    = S
movetype= H
physics = N
;poweradd= 60
ctrl = 1
velset = 0,0,0
anim = 5070

[State 231, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 5070

[State 231, 2]
type = SelfState
trigger1 = Time = 1
value = 5071

;Ducking Kick------------------------------------------------
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
;poweradd= 15
ctrl = 0
anim = 410

[State 410 , 1]
type = PlaySnd
trigger1 = Time = 1
value = 9000, 6

[State 410, 2-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 1
attr = C, NA
damage = 36,8
animtype = Light
getpower = 75,150
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 0,0
sparkno = -1
sparkxy = -2,-41
hitsound = S5,9
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20
kill = 0

[State 410, 2-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 0
attr = C, NA
damage = 36,8
animtype = Light
getpower = 75,150
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 0,0
sparkno = -1
sparkxy = -2,-41
hitsound = S5,9
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20

[State 410, 3]
type = CtrlSet
trigger1 = Time = 4
value = 1

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

; Jumping Punch--------------------------------------------------
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
;poweradd= 11
ctrl = 0
anim = 600

[State 600, AdjustPunch]
type = PosAdd
trigger1 = Time = 0
Y = -35

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 9000, 1

[State 600, 2-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 1
attr = A, NA
numhits = 1
damage = 94,19
getpower = 75,150
givepower = 10
guardflag = HA
priority = 3
pausetime = 0,0
sparkno = -1
sparkxy = -10,-58
hitsound   = S5,9
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -4
air.velocity = -1.3,-3
kill = 0

[State 600, 2-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 0
attr = A, NA
numhits = 1
damage = 94,19
getpower = 75,150
givepower = 10
guardflag = HA
priority = 3
pausetime = 0,0
sparkno = -1
sparkxy = -10,-58
hitsound = S5,9
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, 3]
type = Helper
;trigger1 = Time >= 7
;trigger1 = movehit = 1
;trigger1 = NumHelper(1200) = 0
trigger1 = movehit && !numhelper(1200) ;&& time < 12
id = 1200
stateno = 6015
name = "JP Blood"
pos = 70,-12
postype = P1
helpertype = normal
sprpriority = 0
keyctrl = 1
ownpal = 1

[State 600 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

[State 600, 5]
type = velset
trigger1 = Time >= 0
trigger1 = movecontact = 1
X = 0

; JUMP KICK-----------------------------------------------------------------
[Statedef 611]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 611

[State 611, 1]
type = PlaySnd
trigger1 = Time = 1
value = 9000, 1

[State 611, 2-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 1
attr = A, NA
damage = 114,23
getpower = 75,150
givepower = 10
guardflag = HA
priority = 3
pausetime = 0,0
sparkno = -1
sparkxy = -10,-58
hitsound   = S5,9
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -3    
air.velocity = -1.3,-3
fall = 0
air.fall = 1
fall.recover = 0
kill = 0

[State 611, 2-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(9) = 0
attr = A, NA
damage = 114,23
getpower = 75,150
givepower = 10
guardflag = HA
priority = 3
pausetime = 0,0
sparkno = -1
sparkxy = -10,-58
hitsound = S5,9
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -3    
air.velocity = -1.3,-3
fall = 0
air.fall = 1
fall.recover = 0

[State 611, 3]
type = Helper
;trigger1 = Time >= 7
;trigger1 = movehit = 1
;trigger1 = NumHelper(1220) = 0
trigger1 = movehit && !numhelper(1220) ;&& time < 12
id = 1220
stateno = 6015
name = "High Kick Blood"
pos = 70,-12
postype = P1
helpertype = normal
sprpriority = 0
keyctrl = 1
ownpal = 1
under = 1

[State 611, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

[State 611, 5]
type = velset
trigger1 = Time >= 0
trigger1 = movecontact = 1
X = 0

; Drop Kick-----------------------------------------------------------------
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 12
;poweradd= 11
ctrl = 0
anim = 610

[State 610, AdjustKick]
type = PosAdd
trigger1 = Time = 0
Y = -35

[State 610, 1]
type = PlaySnd
trigger1 = Time = 1
value = 9000, 6

[State 610, 2-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Var(9) = 1
attr = A, NA
damage = 168,34
getpower = 75,150
givepower = 10
guardflag = HA
priority = 3
pausetime = 0,0
sparkno = -1
sparkxy = -10,-58
hitsound = S5,9
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -3, -3    
air.velocity = -1.3,-3
fall = 1
air.fall = 1
fall.recover = 0
kill = 0

[State 610, 3]
type = HitDef
trigger1 = Time = 0
trigger1 = Var(9) = 0
attr = A, NA
damage = 168,34
getpower = 75,150
givepower = 10
guardflag = HA
priority = 3
pausetime = 0,0
sparkno = -1
sparkxy = -10,-58
hitsound = S5,9
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -3, -3    
air.velocity = -1.3,-3
fall = 1
air.fall = 1
fall.recover = 0

[State 610, 4]
type = Helper
;trigger1 = Time >= 7
;trigger1 = movehit = 1
;trigger1 = NumHelper(1210) = 0
trigger1 = movehit && !numhelper(1210); && time < 16
id = 1210
stateno = 6020
name = "High Kick Blood"
pos = 70,-12
postype = P1
helpertype = normal
sprpriority = 0
keyctrl = 1
ownpal = 1
under = 1

[State 610, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

[State 610, 6]
type = velset
trigger1 = Time >= 0
trigger1 = movecontact = 1
X = 0

;GROUND/AIR THROW
[Statedef 3000]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3001

[State 3000, 1]
type = Velset
trigger1 = Pos Y = 0
trigger1 = Vel X != 0
X = 0

[State 3000, 2]
type = Varset
trigger1 = Var(19) != 1
V = 19
value = 1

[State 3000, 3]
type = HitDef
trigger1 = time = 0
numhits = 0
attr = A, NT
damage = 0
priority = 7, Miss
pausetime = 0,5
hitcount = 0
sparkno = -1
sparkxy = -10,-58
hitsound = S1,2
p1stateno = 3001
p2stateno = 9012

[State 3000, 4]
type = Changestate
trigger1 = time = 1
trigger1 = statetype = S
trigger1 = Pos Y > -1
value = 0
ctrl = 1

[State 3000, 5]
type = Changestate
trigger1 = time = 1
trigger1 = statetype = S
trigger1 = Pos Y <= -1
value = 51
;ctrl = 1

;----------------------------------------------------------------------------
;GROUND/AIR THROW
[Statedef 3001]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3000

[State 5110, ThrowSound]
type = Playsnd
trigger1 = time = 0
value = 900,0

[State 3001, 1]
type = HitDef
trigger1 = time = 0
attr = A, NT
numhits = 0
damage = 0
priority = 7, Miss
pausetime = 0,0
hitcount = 0
sparkno = -1
sparkxy = -10,-58
hitsound   = S1,2
p2stateno = 3010
kill = 0

[State 3001, 2]
type = Targetbind
trigger1 = time = 1
Pos = 90, 0

[State 3001, 3]
type = Targetbind
trigger1 = animelem = 2
Pos = -12, -38

[State 3001, 2]
type = Targetbind
trigger1 = animelem = 3
Pos = -15, -40

[State 3001, 3]
type = Veladd
trigger1 = time > 0
trigger1 = Pos Y < 0
Y = .43 

[State 3001, 4]
type = Velset
trigger1 = Pos Y > 0
Y = 0

[State 3001, 5]
type = Posset
trigger1 = Pos Y > 0
trigger1 = Vel Y = 0
Y = 0

[State 3001, 6]
type = Changestate
trigger1 = Pos Y = 0
trigger1 = time > 19
value = 3005

;-----------------------------------------------------------------------
;GROUND/AIR THROW
[Statedef 3005]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 5120

[State 3000, 6]
type = Changestate
trigger1 = animtime = 0
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

[State 3000, 6]
type = Changestate
trigger1 = animtime = 0
trigger1 = Pos Y <= -1
value = 41
;ctrl = 1

;------------------------------------------------------------------------
;THROWEE
[Statedef 3010]
type = S
movetype = H
physics = N
ctrl = 0

[State 3010, 1]
type = Changeanim2
trigger1 = time = 0
value = 3010

[State 3010, 2]
type = Velset
trigger1 = time = 7
X = 3

[State 3010,3]
type = Veladd
trigger1 = time > 12
trigger1 = Pos Y < 0
Y = .53

[State 3010, 4]
type = Velset
trigger1 = Pos Y > 0
Y = 0

[State 3010, 5]
type = Posset
trigger1 = Pos Y > 0
trigger1 = Vel Y = 0
Y = 0

[State 3010, 8]
type = Lifeadd
trigger1 = Pos Y = 0
trigger1 = time > 20
trigger1 = Roundno != 1
value = -168
kill = 0

[State 3010, 9]
type = Lifeadd
trigger1 = Pos Y = 0
trigger1 = time > 20
trigger1 = Roundno = 1
value = -168

[State 3010, 10]
type = Changestate
trigger1 = Pos Y = 0
trigger1 = time > 18
value = 3015
ctrl = 0
;------------------------------------------------------------------------
;THROWEE
[Statedef 3015]
type = S
movetype = H
physics = N
ctrl = 0

[State 3015, .5]
type = Changeanim2
trigger1 = time = 0
value = 3015


[State 3015, 1]
type = Veladd
trigger1 = Vel X != 0
X = -.5

[State 3015, 2]
type = Playsnd
trigger1 = timemod = 12,0
value = F5, 1

[State 3015, 2.5]
type = makedust
trigger1 = timemod = 12,0
pos = 0,0
spacing = 3

[State 3015, 4]
type = Selfstate
trigger1 = Vel Y = 0
value = 5100
ctrl = 0

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

[State 5110, TripSound]
type = Playsnd
trigger1 = time = 0
trigger1 = anim = 5070
value = 5,8

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

[State 5110, 1] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5070,5071] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 2]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 3]
type = PosSet
trigger1 = Time = 0
y = 0

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

[State 5110, 4]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

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

[State 5110, 6]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 7] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5070,5072]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 7] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim = 5070
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5071

[State 5110, 8] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5150

[State 5110, 9]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 10] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 11]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 12]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

[State 5110, 13]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 5071
value = 5075

;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 5075]
type    = L
movetype= I
physics = N

[State 5075, 1a] ;Get up anim (trip)
type = ChangeAnim
trigger1 = time = 0
value = 5072

[State 5075, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5075, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5075, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5075, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5075, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 5120, 1a] ;Get up anim (trip)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = 5070
trigger2 = anim = 5071
value = 5072

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != 5070
trigger2 = anim != 5071
trigger3 = anim != 5072
value = 5120

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

[State 5120, 3]
type = NotHitBy
trigger1 = 1
trigger1 = anim != 5072
value = SCA
time = 1

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

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

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

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

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


[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5070,5072]
value = 5110

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
triggerall = Time = 0
trigger1 = Anim = 5070
trigger2 = Anim = 5072
value = 5071

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

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

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

;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S
anim = 2

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundno = 1
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundno = 1
fvalue = 0

[State 5900, NoFatalsInSimul] ;Does Not Work Yet. Disables fatals in Simul Mode, where they can be horribly glitchy.
type = VarSet
trigger1 = TeamMode = simul
v = 9
value = 0

[State 5900, NoFatalsEvent]
type = VarSet
trigger1 = TeamMode = Simul
trigger2 = TeamMode != Turns
trigger2 = roundno = 1
v = 9
value = 0

[State 5900, TurnOffFatalMessage] 
type = VarSet
trigger1 = 1
v = 4
value = 0

[State 5900, 3] ;Intro
type = ChangeState
trigger1 = roundno = 1
value = 190

;[State 5900, 4]
;type = changeanim
;trigger1 = time = 0
;trigger1 = palno < 7
;value = 2

;[State 5900, 5]
;type = changeanim
;trigger1 = time = 0
;trigger1 = palno >= 7
;value = 0

;-------------------------------------
;*******************Friendship************************
;**************BUY A DOLL!************************
;DUM DUM DUM...
[Statedef 4010]
type    = S
movetype= A
juggle  = 1
anim = 4012
velset = 0, 0
ctrl = 0

[State 4010, Var]
type = Varset
trigger1 = time = 3
V = 4
value = 9

[State 4010, 0.5]
type = Playsnd
trigger1 = Time = 0
value = 2800,0

[State 4010, 1]
type = SuperPause
trigger1 = Time = 0
anim = -1
movetime = 10
time = 28

[State 4010, 1.5]
type = BGPalFX
trigger1 = time = 2
time = 9999
add = -130, -130, -130
ignorehitpause


[State 4010, 2]
type = Changestate
trigger1 = time = 64
value = 4011
;------------------------------------------------------------------------
;Offers up a doll...
[Statedef 4011]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 4010
ctrl = 0

[State 4011, 1]
type = Playsnd
trigger1 = time = 0
value = 2700,0

[State 4011, 2]
type = Explod
trigger1 = time = 32
anim = 4013
name = "BuyADoll"
pos = 200, 100
id = 4013
postype = left
HelperType = normal
facing = 1
sprpriority = -1
ownpal = 0
ontop = 1

[State 4011, 3]
type = Changestate
trigger1 = animtime = 0
value = 4012
;------------------------------------------------------------------------
; Makes Helper in the hold up doll pose
[Statedef 4012]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 4011
ctrl = 0

[State 4012, 1]
type = Helper
trigger1 = time = 0
stateno = 4013
name = "Doll Holder"
id = 4013
pos = 0,0
postype = p1
helpertype = normal
sprpriority = 2
keyctrl = 0
ownpal = 0
under = 1

[State 4012, 2]
type = Explod
trigger1 = time = 0
anim = 4011
name = "The Doll"
id = 4011
pos = 0,0
postype = p1
bindtime = 1
sprpriority = 2
ownpal = 0

[State 4012, 3]
type = Posset
trigger1 = time = 3
Y = 900

[State 4012, 4]
type = AssertSpecial
trigger1 = time = [0, 5000]
flag = nokoslow

[State 4012, 5]
type = AssertSpecial
trigger1 = time = [0, 5000]
flag = nokosnd

[State 4012, 6]
type = AssertSpecial
trigger1 = time = [0, 5000]
flag = nomusic

[State 4012, 7]
type = Changestate
trigger1 = win = 1
value = 0
ctrl = 1
;----------------------------------------------------------------------------
[Statedef 4013]
type    = S
movetype= A
physics = N
anim = 9000
ctrl = 0

[State 4013, 1]
type = HitDef
trigger1 = time = 0
attr = S, HA
;Nothing = 0
numhits = 0
priority  = 7
sparkno = -1
p2stateno = 4014
kill = 0

[State 4013, 2]
type = Destroyself
trigger1 = p2stateno = 4014
;------------------------------------
[Statedef 4014]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 4014, 1]
type = Explod
trigger1 = time = 80
trigger1 = selfanimexist(180)
anim = 180
id = 4014
pos = 0,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 2
ownpal = 0

[State 4014, 1-1]
type = Explod
trigger1 = time = 80
trigger1 = selfanimexist(181)
trigger1 = Numexplod(4014) = 0
anim = 181
id = 4014
pos = 0,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 2
ownpal = 0

[State 4014, 1-2]
type = Explod
trigger1 = time = 80
trigger1 = selfanimexist(190)
trigger1 = Numexplod(4014) = 0
anim = 190
id = 4014
pos = 0,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 2
ownpal = 0

[State 4014, 2]
type = Explod
trigger1 = time = 80
trigger1 = animexist(170)
trigger1 = Numexplod(4014) = 0
anim = 170
id = 4014
pos = 0,0
postype = p1
bindtime = 1
sprpriority = 2
ownpal = 0
removetime = -1

[State 4014, 3]
type = Explod
trigger1 = time = 80
trigger1 = Numexplod(4014) = 0
anim = 0
id = 4014
pos = 0,0
postype = p1
bindtime = 1
sprpriority = 2
ownpal = 0
removetime = -1

[State 4014, 4]
type = Changeanim2
trigger1 = time = 80
value = 1998

[State 4014, 5]
type = Posset
trigger1 = time = 85
Y = 900

[State 4014, 6]
type = Lifeadd
trigger1 = time = 90
Value = -3000

[State 4014, 7]
type = AssertSpecial
trigger1 = time = [0, 5000]
flag = nokoslow

[State 4014, 8]
type = AssertSpecial
trigger1 = time = [0, 5000]
flag = nokosnd

[State 4014, 9]
type = AssertSpecial
trigger1 = time = [0, 5000]
flag = nomusic

[State 4014, 10]
type = Selfstate
trigger1 = time = 100
value = 5150
ctrl = 0

;***************P2 ROUNDHOUSE STATE************
[Statedef 6666]
type = A
movetype = A
physics = N

[State 6666, defense]
type = defencemulset
trigger1 = time >= 10
value = .33

[State 6666, Anim]
type = changeanim
trigger1 = time = 0
value = 5050

[State 6666, 1.1]
type = posset
trigger = Facing = 1
trigger1 = backedgedist < 10
X = -320

[State 6666, 1.11]
type = posset
trigger = Facing = -1
trigger1 = backedgedist < 10
X = 319

[State 6666 , 1.55]
type = HitDef
trigger1 = TIME = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 125                  ;Damage that move inflicts
animtype = up                    ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 30,15                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = -1                     ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = 5,0                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = high               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -7, -9        ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
;p2stateno = 6666
fall = 1
air.fall = 1
fall.recover = 0

[State 6666, 1.2]
type = velset
trigger1 = time = 0
trigger1 = Pos Y >= -250
X = -8.3
Y = -4.4

[State 6666, 1.3]
type = velset
trigger1 = time = 0
trigger1 = Pos Y <= -250
X = -8.3

[State 6666, Gravity]
type = VelAdd
trigger1 = time = 20 
trigger1 = Pos Y >= -250 
y = 8

[State 6666, Damage]
Type = lifeadd
Trigger1 = Time = 0
trigger1 = var(9) = 1
value = -125
kill = 0

[State 6666, Damage]
type = lifeadd
trigger1 = time = 0
trigger1 = var(9) = 0
value = -125
kill = 1

[State 6666, Hit Ground]
type = SelfState
trigger1 = time = 35
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;TO UNDERSTAND HOW THE FATALITY WORKS, I WILL BE ADDING THESE NOTES.  IT'S BEST TO START IN Baraka.cns With [Statedef -2].
;---------------------------------------------
;Ohhhh Fatality time begins
;THIS IS THE HELPER WHO HITS THE GUY, YOU STARTS FATALITY.  HE HITS THE ENTIRE SCREEN...
[Statedef 9000]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
anim = 9000
ctrl = 0

[State 9000, 1]
type = Explod
trigger1 = time = 0
trigger1 = P2Life > 0
trigger1 = NumExplod(6412) = 0
trigger1 = p2stateno != 4503
anim = 6412
name = "Finish Him"
id = 6412
pos = 160,90
postype = left
bindtime = -1
facing = 1
sprpriority = 2
ontop = 1
ownpal = 0

[State 9000, 5]
type = HitDef
;I bumped it up to five for the Mark of the Wolves T.O.P. guys....
trigger1 = p2movetype != H
trigger1 = p2statetype != A
trigger1 = p2stateno != 9010
trigger1 = p2stateno != 4503
attr = S, HA
;Nothing = 0
numhits = 0
priority  = 7
sparkno = -1
hitsound = S2200,0
p2stateno = 9010
kill = 0

[State 9000, 5.5]
type = ParentVarset
trigger1 = time = 0
V = 13
value = 400

[State 9000, 6]
type = Destroyself
trigger1 = p2stateno = 9010
;---------------------------------------------------------------------------
;Fatality time
[Statedef 9010]
type    = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0

[State 9010, 1]
type = Changeanim
trigger1 = animexist(5300)
trigger1 = anim != 5300
value = 5300

[State 9010, 2]
type = Changeanim2
trigger1 = !animexist(5300)
trigger1 = anim != 9010
value = 9010

[State 9010, 3]
type = PosSet
trigger1 = time = 0
Y = 0

;Throw time
[Statedef 9012]
type    = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0

[State 9012, 0.1]
type = Changeanim
trigger1 = animexist(5300)
trigger1 = anim != 5300
value = 5300

[State 9012, 1]
type = Changeanim2
trigger1 = !animexist(5300)
trigger1 = anim != 9010
value = 9010

;-------------------------------------------------------------------------------
;Fatality time ends
[Statedef 9011]
type    = S
movetype= H
physics = S
juggle  = 1

[State 9010, NoSlow]
type = AssertSpecial
trigger1 = time = [0, 5000]
flag = nokoslow

[State 9010, 2]
type = Lifeadd
trigger1 = time = 1
value = -9999


[State 9010, 3]
type = Selfstate
trigger1 = time = 1
value = 5070
ctrl = 0
;----------------------------------------------------------------------
;Yawn, you killed with something boring
[Statedef 9020]
type    = S
movetype= A
juggle  = 1
anim = 9000
ctrl = 0

[State 9020, 5]
type = HitDef
trigger1 = time = 0
attr = S, HA
;Nothing = 0
numhits = 0
priority  = 7
sparkno = -1
p2stateno = 9011

[State 9020, 6]
type = Destroyself
trigger1 = time = 1

;--------------------------------
; Measure Player Two
[StateDef 9200]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1015
ctrl = 0

[State 9200, 5]
type = HitDef
trigger1 = Time = 0
trigger1 = p2name != "Omake: Mr. Wood"
attr = S, HA
;Nothing = 0
numhits = 0
priority  = 7
sparkno = -1
guard.sparkno = -1
p2stateno = 9125
kill = 0

[State 9210, head]
type = BindtoTarget
trigger1 = time = 1
trigger1 = p2name != "Omake: Mr. Wood"
pos = 0,0,head
time = 1

[State 9210, Where]
type = ParentVarSet
trigger1 = time = 1
trigger1 = p2name != "Omake: Mr. Wood"
v = 24
value = Pos Y

[State 9210, mid]
type = BindtoTarget
trigger1 = time = 2
trigger1 = p2name != "Omake: Mr. Wood"
pos = 0,0,mid
time = 0

[State 9200, start]
type = changestate
trigger1 = time = 2
trigger1 = p2name != "Omake: Mr. Wood"
value = 9201


; Blow chunks
[StateDef 9201]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 9150
ctrl = 0

[State 9200, 10]
type = Helper
trigger1 = Random < 300
stateno = 9211
name = "Skull"
pos = 0,0
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9200, 10]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9200, 20]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9200, 30]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9200, 10]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9200, 20]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9200, 10]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9200, 20]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9200, 30]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9200, 10]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
pos = 0,0
id = 9210
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9200, 20]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9200, 30]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9200, 10]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9200, 20]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9200, 30]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
pos = 0,0
postype = p1
id = 9210
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9200, 40]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9200, 50]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
id = 9210
name = "MeatBit"
pos = 0,0
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9200, 60]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9200, 70]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9200, 80]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9200, done]
type = DestroySelf
trigger1 = time = 4

;--------------------------------
; Measure Player Two Less
[StateDef 9202]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1015
ctrl = 0

[State 9202, 5]
type = HitDef
trigger1 = Time = 0
trigger1 = p2name != "Omake: Mr. Wood"
attr = S, HA
;Nothing = 0
numhits = 0
priority  = 7
sparkno = -1
guard.sparkno = -1
p2stateno = 9125
kill = 0

[State 9202, head]
type = BindtoTarget
trigger1 = time = 1
trigger1 = p2name != "Omake: Mr. Wood"
pos = 0,0,head
time = 1

[State 9202, Where]
type = ParentVarSet
trigger1 = time = 1
trigger1 = p2name != "Omake: Mr. Wood"
v = 24
value = Pos Y

[State 9202, mid]
type = BindtoTarget
trigger1 = time = 2
trigger1 = p2name != "Omake: Mr. Wood"
pos = 0,0,mid
time = 0

[State 9202, start]
type = changestate
trigger1 = time = 2
trigger1 = p2name != "Omake: Mr. Wood"
value = 9203

; Blow chunks
[StateDef 9203]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 9150
ctrl = 0

[State 9203, 10]
type = Helper
trigger1 = Random < 300
stateno = 9211
name = "Skull"
pos = 0,0
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9203, 10]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9203, 20]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9203, 30]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9203, 40]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9203, 50]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9203, 60]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9203, 70]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9203, 80]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9203, 90]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
id = 9210
pos = 0,0
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 1
ownpal = 1
under = 1

[State 9200, done]
type = DestroySelf
trigger1 = time = 4

;-----------------------------------
;Meat Bits
[StateDef 9210]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 9210, Select]
type = VarRandom
trigger1 = Time = 0
v = 11
Range = 9555, 9560

[State 9210, Draw]
type = ChangeAnim
trigger1 = Time = 0
;value = 9100 + (Random/150)
value = Var(11)

[State 9210, GO]
type = VelSet
trigger1 = Time = 0
X = 3.4-(Random/144)
Y = -4-(Random/99)

[State 9210, Gravity]
trigger1 = Time >= 0
trigger1 = Pos Y <= -7
;trigger1 = Vel Y != 0
type = VelAdd
y = .4

[State 9210, .2]
type = AngleAdd
trigger1 = Time >= 1
trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0
value = -14

[State 9210, 0.5]
type = AngleDraw
trigger1 = Time >= 1
;trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0

[State 9210, HitGroundSound]
type = PlaySnd
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
value = 1, 4

[State 9210, Halt]
type = VelSet
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
X = 0
Y = 0

;-----------------------------------
;Meat Bits
[StateDef 9211]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 9211, Draw]
type = ChangeAnim
trigger1 = Time = 0
value = 9558

;[State 9210, Selectx]
;type = VarRandom
;trigger1 = Time = 0
;v = 21
;value = [-10, 10]

;[State 9210, Selecty]
;type = VarRandom
;trigger1 = Time = 0
;v = 22
;value = [-4, -13]

[State 9210, GO]
type = VelSet
trigger1 = Time = 0
X = 5-(Random/88)
Y = -4-(Random/99)

[State 9211, Gravity]
trigger1 = Time >= 0
trigger1 = Pos Y <= -7
;trigger1 = Vel Y != 0
type = VelAdd
y = .4

[State 9210, .2]
type = AngleAdd
trigger1 = Time >= 1
trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0
value = -14

[State 9210, 0.5]
type = AngleDraw
trigger1 = Time >= 1
;trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0

[State 9211, HitGroundSound]
type = PlaySnd
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
value = 1, 4

[State 9211, Halt]
type = VelSet
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
X = 0
Y = 0
