

Common state file
;
; System variables usage
; ----------------------
; Var name    Type   Purpose
; --------    ----   -------
; sysFvar(0)   Temp   Set by state 5081 (HITL_SLIDE) to 1 to prevent
;                    showing ground hit frame in state 5110 (HIT_LIEDOWN).
;                    Used by guarding states.
; sysvar(1)   Temp   Used by state 40 (Jump Start) amd 45 (Air Jump Start)
;                    to keep track of which way to jump.
;                    Used by state 5100 and 5110 to remember downward
;                    velocity of player just before hitting the ground.
;                    Used in state 5080 for storing the anim # to display.

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

; Stand（らて‐専用）;遥たちがラテーションをし終わった動作
[Statedef 61]
type = S
physics = S
sprpriority = 0
facep2          = 0
anim = 61

[State 0:     BGPalFX]
type            = BGPalFX
trigger1        = (1)
time	        = 2
add	        = -155,-155,-155
mul	        = 255,255,255
sinadd	        = 0,0,0,0
color	        = 256
invertall       = 0

[State 0:     super effect]
type            = AssertSpecial
trigger1        = (1)
flag            = NoBarDisplay

[State 9027, 1]
type = Assertspecial
trigger1 = (1)
flag = NOfg

[State 191:	AssertSpecial]
type		= AssertSpecial
trigger1        = 1
flag		= Intro
flag2		= NoMusic

[State 0, ]
type = CtrlSet
trigger1 = time = 300
value = 1

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

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
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, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

[State 0, ]
type = CtrlSet
trigger1 = roundstate = 1
value = 0
;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C
anim = 10

[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type    = C
physics = C
anim = 11
sprpriority = 0

[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type    = S
physics = S
anim = 12

[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

[State 0:     batiSound]
type            = PlaySnd
trigger1        = (timemod = 29,0) 
value           = 0,66
volume          = 100
channel         = 5
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = Ifelse(Var(5) = 1, 6, const(velocity.walk.fwd.x))

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = Ifelse(Var(5) = 1, -6, const(velocity.walk.back.x))

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

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

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

[state 40, AI]
type = ChangeState
triggerall = var(20) != 0
trigger1 = var(57) = 1
trigger2 = p2bodydist x > 75
trigger3 = enemynear(var(55)),statetype = A
trigger3 = backedgedist >= 45
trigger3 = p2bodydist x <= 90
value = 0
ctrl = 1

[state 40: sound]
type = playsnd
trigger1 = time = 0
value = 2,0
channel = 9

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

[State 40, 2]
type = VarSet
trigger1 = var(20) = 0
trigger1 = command = "holdfwd"
trigger2 = var(20) = [1,10]
trigger2 = enemynear(var(55)),statetype != L || p2bodydist x <= 75
trigger2 = enemynear(var(55)),movetype = H || random <= 100 || enemynear(var(55)),statetype = L
trigger3 = var(20) = [1,10]
trigger3 = p2bodydist x >= 0 || p2dist x >= 0
trigger3 = enemynear(var(55)),stateno = [5110,5120]
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = var(20) = 0
trigger1 = command = "holdback"
trigger2 = var(20) = [1,10]
trigger2 = enemynear(var(55)),statetype != L
trigger2 = enemynear(var(55)),movetype != H
trigger2 = backedgedist > 25
trigger2 = random >= 250
sysvar(1) = -1

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

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

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

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

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

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

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

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

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

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

[State 52, 1]
type = PlaySnd
trigger1 = (Time = 0)
value = 50, 1

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

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

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

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

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100+Var(24)
sprpriority = 1

[State 100, ]
type = PlaySnd
trigger1 = time = 0
value = 100,0
volume = 250
channel = 4
;lowpriority = 1
;freqmul = 1.0
;loop = 0
;pan = 0
;abspan = 0
;ignorehitpause = 0
;persistent = 1

[State 105: Dust]
type = MakeDust
trigger1 = (1)
pos = -4,0
;pos2 = 0,0
spacing = 4

[State 100, 1]
type = VelSet
trigger1 = 1
x = ifelse(Var(25)=0,const(velocity.run.fwd.x),(const(velocity.run.fwd.x))*1.2) + ifelse((BackEdgeBodyDist <= -5),6.2,0)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = NoAutoTurn

[State 100, ScreenBound]
type = ScreenBound
trigger1 = (BackEdgeBodyDist <= -5)
value = 0
movecamera = 0,0

[State 105: Dust]
type = Explod
trigger1 = (Time = 0) && (!NumExplod(7015))
anim = 7010
ID = 7015
pos = 0,0
facing = 1
postype = p1
removetime = -2
scale = 1, 1
sprpriority = 2
ignorehitpause = 1

[State 100, CtrlSet]
type = CtrlSet
trigger1 = 1
value = IfElse(BackEdgeBodyDist <= -5,0,1)

[State 100, 4]
type = ChangeState
trigger1 = time = 25
value = 102

[State 100, 4]
type = ChangeState
trigger1 = var(20) = 0
trigger1 = command != "holdfwd" && (BackEdgeBodyDist > -1)
value = 102

[State 100, 4]
type = ChangeState
triggerall = var(20) > 0
trigger1 = roundstate > 2
trigger2 = enemynear(var(55)),movetype != H
trigger2 = p2dist x < ifelse(enemynear(var(55)),statetype != L, 50, 80) - (var(20) * 5)
trigger2 = random < var(20) * 20
trigger3 = inguarddist
trigger3 = numhelper(9543) = 0
trigger3 = enemynear(var(55)),movetype = A
trigger3 = random < (var(20) * (enemynear(var(55)),time * 15)) + floor(p2bodydist x * 2)
trigger4 = enemynear(var(55)),movetype = H
trigger4 = p2dist x < 0
trigger4 = random < var(20) * 20
value = 102

;---------------------------------------------------------------------------
; RUN_Stop
[Statedef 102]
type    = S
physics = S
anim = 102+Var(24)
sprpriority = 1

[State 102, 1]
type = VelAdd
trigger1 = Time > 0
x = ifelse(vel X > 0,-.01,.01)
y = 0

[State 102, 1]
type = VelSet
trigger1 = Vel X = [-.01,.01]
x = 0
y = 0

[State 102, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 102, 4]
type = ChangeState
trigger1 = time = 15
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Flip Back
[Statedef 105]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 0]
type = NotHitBy
trigger1 = time = 0
value = SCA, AA, AP, AT
time = 8

[State 105, land]
type = PlaySnd
trigger1 = animelem = 5
value = 50, 2
volume = 255
channel = 4

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, Gravity]
type = Gravity
triggerall = pos Y < 0
trigger1 = animelem = 5,>=5

[State 105, 2]
type = VelAdd
trigger1 = animelem = 5
x = 3.8 

[State 105, 3]
type = MakeDust
trigger1 = animelem = 5
pos = -5,15
spacing = 1

[State 105: Move up]
type = VelSet
trigger1 = (animelem = 6)
y = -7.5

[State 105, 3]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
; Flip Back (land)
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 47

[State 106, 1]
type = PlaySnd
trigger1 = (Time = 0)
value = 50, 1
channel = 4

[State 106, 1]
type = VelSet
trigger1 = (Time = 0)
y = 0

[State 106, 2]
type = PosSet
trigger1 = (Time = 0)
y = 0

[State 106, 3]
type = CtrlSet
trigger1 = (Time = 3)
value = 1

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = (AnimTime = 0)
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; AIRDASH_FWD
[Statedef 110]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0

[State 110, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 110

[State 110, 2]
type = VelSet
trigger1 = Time = 0
x = 10.0

[State 110, 3]
type = VelMul
trigger1 = Time > 1
x = 0.9

[State 110, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; RUN_DOWN
[Statedef 115]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0

[State 115, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 115

[State 115, 2]
type = VelSet
trigger1 = Time = 0
x = 8.0

[State 115, 3]
type = VelMul
trigger1 = Time > 1
x = 0.95

[State 115, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 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
triggerall = StateType = S
trigger1 = var(20) = 0
trigger1 = command = "holddown"
trigger2 = var(20) > 0
trigger2 = enemynear(var(55)),statetype != A
trigger2 = random <= var(20) * var(20) * 10
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = StateType = C
trigger1 = var(20) = 0
trigger1 = command = "holddown"
trigger2 = var(20) > 0
trigger2 = enemynear(var(55)),statetype = A
trigger2 = random <= var(20) * var(20) * 10
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 = var(20) = 0
trigger1 = command != "holdback"
trigger2 = !inguarddist
trigger3 = var(20) = [1,5]
trigger3 = p2bodydist X < 0
trigger3 = random <= (6 - var(20)) * 70
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 = var(20) = 0
trigger1 = command = "holddown"
trigger2 = var(20) > 0
trigger2 = enemynear(var(55)),statetype != A
trigger2 = random <= var(20) * var(20) * 10
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = var(20) = 0
trigger1 = command != "holdback"
trigger2 = !inguarddist
trigger3 = var(20) = [1,5]
trigger3 = p2bodydist X < 0
trigger3 = random <= (6 - var(20)) * 70
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 = var(20) = 0
trigger1 = command != "holddown"
trigger2 = var(20) > 0
trigger2 = enemynear(var(55)),statetype = A
trigger2 = random <= var(20) * var(20) * 10
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = var(20) = 0
trigger1 = command != "holdback"
trigger2 = !inguarddist
trigger3 = var(20) = [1,5]
trigger3 = p2bodydist X < 0
trigger3 = random <= (6 - var(20)) * 70
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
sysFvar(0) = (pos y >= 0) && (vel y > 0)

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

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

[State 132, 6]
type = ChangeState
trigger1 = sysFvar(0)
trigger1 = command != "holdback"
value = 52

[State 132, 7]
type = ChangeState
trigger1 = sysFvar(0)
value = 130

;---------------------------------------------------------------------------
; 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
triggerall = StateType = S
trigger1 = var(20) = 0
trigger1 = command = "holddown"
trigger2 = var(20) > 0
trigger2 = enemynear(var(55)),statetype != A
trigger2 = random <= var(20) * var(20) * 10
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
triggerall = StateType = C
trigger1 = var(20) = 0
trigger1 = command = "holddown"
trigger2 = var(20) > 0
trigger2 = enemynear(var(55)),statetype = A
trigger2 = random <= var(20) * var(20) * 10
statetype = S
physics = S

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

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151+2*ifelse((var(20)=0),(command = "holddown"),(enemynear(var(55)),statetype!=A))

[State 150, Hi to Lo]
type = StateTypeSet
triggerall = StateType = S
trigger1 = var(20) = 0
trigger1 = command = "holddown"
trigger2 = var(20) > 0
trigger2 = enemynear(var(55)),statetype != A
trigger2 = random <= var(20) * var(20) * 10
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
triggerall = StateType = C
trigger1 = var(20) = 0
trigger1 = command = "holddown"
trigger2 = var(20) > 0
trigger2 = enemynear(var(55)),statetype = A
trigger2 = random <= var(20) * var(20) * 10
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = StateType = S
trigger1 = var(20) = 0
trigger1 = command = "holddown"
trigger2 = var(20) > 0
trigger2 = enemynear(var(55)),statetype != A
trigger2 = random <= var(20) * var(20) * 10
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
triggerall = StateType = C
trigger1 = var(20) = 0
trigger1 = command = "holddown"
trigger2 = var(20) > 0
trigger2 = enemynear(var(55)),statetype = A
trigger2 = random <= var(20) * var(20) * 10
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151+2*ifelse((var(20)=0),(command = "holddown"),(enemynear(var(55)),statetype!=A))

[State 152, Hi to Lo]
type = StateTypeSet
triggerall = StateType = S
trigger1 = var(20) = 0
trigger1 = command = "holddown"
trigger2 = var(20) > 0
trigger2 = enemynear(var(55)),statetype != A
trigger2 = random <= var(20) * var(20) * 10
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
triggerall = StateType = C
trigger1 = var(20) = 0
trigger1 = command = "holddown"
trigger2 = var(20) > 0
trigger2 = enemynear(var(55)),statetype = A
trigger2 = random <= var(20) * var(20) * 10
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
triggerall = StateType = S
trigger1 = var(20) = 0
trigger1 = command = "holddown"
trigger2 = var(20) > 0
trigger2 = enemynear(var(55)),statetype != A
trigger2 = random <= var(20) * var(20) * 10
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
triggerall = StateType = C
trigger1 = var(20) = 0
trigger1 = command = "holddown"
trigger2 = var(20) > 0
trigger2 = enemynear(var(55)),statetype = A
trigger2 = random <= var(20) * var(20) * 10
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysFvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysFvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysFvar(0)
y = 0

[State 155, 7]
type = ChangeState
trigger1 = sysFvar(0)
trigger1 = command != "holdback"
value = 52

[State 155, 8]
type = ChangeState
trigger1 = sysFvar(0)
value = 130

;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; DRAWGAME (Time over)
[Statedef 175]
type = S
ctrl = 0
velset = 0,0

[State 175, 1] ; If no anim, use go to lose state.
type = ChangeState
trigger1 = Time = 0
trigger1 = !SelfAnimExist(175)
value = 170

[State 175, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 175

[State 175, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0:     VoiceSound]
type            = PlaySnd
triggerall = alive = 1
trigger1        = (!Time)
value           = 0, ifelse(random>500,-1,ifelse(random> 500,6,9))
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = (ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype))

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Var(1) = 1 && Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = (ifelse((GetHitVar(groundtype) = 1),15000,15010) + GetHitVar(animtype))

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Var(1) = 2 && Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = (ifelse((GetHitVar(groundtype) = 1),25000,25010) + GetHitVar(animtype))

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Var(1) = 3 && Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = (ifelse((GetHitVar(groundtype) = 1),35000,35010) + GetHitVar(animtype))

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = (5047 + GetHitVar(animtype))

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
type = a

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITG_SLIDE
[Statedef 5001]
type    = S
movetype= H
physics = S

[State 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = (5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10)

[State 5001, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001, 6]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HITC_SHAKE
[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = (5020 + GetHitVar(animtype))

[State 5010, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = (5047 + GetHitVar(animtype))

[State 5010, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5010, 5]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5011 ;HITC_SLIDE

[State 5010, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 5010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITC_SLIDE
[Statedef 5011]
type    = C
movetype= H
physics = C

[State 5011, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5011, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = (5025 + GetHitVar(animtype))

[State 5011, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5011, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5011, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5011, 6]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; HITA_SHAKE
[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0:     VoiceSound]
type            = PlaySnd
trigger1        = (!Time)
triggerall = alive = 1
value           = 0, ifelse(random>500,-1,ifelse(random> 500,6,-1))
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = (ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype))

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = (5047 + GetHitVar(animtype))

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = ifelse(sysvar(2) = 0, 5040,1900) ;HITA_RECOV

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035;HITA_UP (transition)

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 5035]
type    = A
movetype= H
physics = N

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5040 ;HITA_RECOV

[State 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5050 ;HITA_FALL

;---------------------------------------------------------------------------
; HITA_RECOV (recovering in air, not falling)
[Statedef 5040]
type    = A
movetype= H
physics = N

[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND

[State 5040, Changestate]
type = ChangeState
trigger1 = (var(14)=1900) && (HitOver)
value = 955
;ctrl = 1
;anim = 
;ignorehitpause = 0
;persistent = 1

;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = (anim+10)
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = var(20) = 0
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = var(20) = 0
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;HIT_BOUNCE

[state 5100]
type = playsnd
trigger1 = time = 0 
trigger1 = stateno = 5100
value = 666,1

;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5000, Argh!]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 5070, 1]
type = ChangeAnim 
trigger1 = 1
value = 5070

[State 5070, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 5071

[State 5070, 3]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_TRIP2 (fall through air)
[Statedef 5071]
type    = A
movetype= H
physics = N

[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HITL_SHAKE
[Statedef 5080]
type    = L
movetype= H
physics = N
velset = 0,0

[State 5080, 1] ;Set default anim
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)

[State 5080, 2]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10

[State 5080, 3] ;If 5090 doesn't exist, default to 5030
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030

[State 5080, 3] ;Freeze
type = ChangeAnim
trigger1 = 1
value = sysvar(2)

[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081 ;HITL_SLIDE

[State 5080, 5]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030 ;HITA_UP

;---------------------------------------------------------------------------
; HITL_SLIDE
[Statedef 5081]
type    = L
movetype= H
physics = C

[State 5081, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5081, 2]
type = VelSet
trigger1 = HitOver
x = 0

[State 5081, 3] ;Don't show hit ground frame
type = VarSet
trigger1 = Time = 0
sysFvar(0) = 1

[State 5081, 4]
type = ChangeState
trigger1 = HitOver
value = 5110 ;HIT_LIEDOWN

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

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

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

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

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

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

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

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

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.97

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

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

[State 5100, 9]
type = HitFallDamage
trigger1 = PalNo < 12
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
;value = F7, 0 ;Hit ground
value = S0,4

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 5110, 4]
type = HitFallDamage
trigger1 = PalNo < 12
trigger1 = Time = 0

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

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

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysFvar(0)
;value = F7, 0 ;Hit ground
value = S0,4

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysFvar(0)
value = (60 + (sysvar(1) > 5) + (sysvar(1) > 14))
pos = const(size.xscale)*0,const(size.yscale)*0
under = sysvar(1) <= 10

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

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

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

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

[State 5110, 12]
type = VarSet
trigger1 = SysFvar(0)
trigger1 = Time = 0
sysFvar(0) = 0

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 5151, 2]
type = ScreenBound
triggerall = !Alive
trigger1 = Enemy,StateNo = [181,189]
trigger2 = Enemy,StateNo != 0
value = 0

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

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

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

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

[State 5200, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5201

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = A
movetype= H
physics = A
anim = 5200

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -.15
y = -3.5

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5201, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = const(size.xscale)*0,const(size.yscale)*0
under = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1

;---------------------------------------------------------------------------
;Tired/Dizzy Animation
[Statedef 5300]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0,0
anim = 5300

[State 5300: Done]
type = ChangeState
trigger1 = (Time = 137)
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Continue?
[Statedef 5500]
type = S
ctrl = 0
anim = 5300
velset = 0,0

[State 5500, 1] ;Use continue animation if available
type = ChangeAnim
trigger1 = time = 0
trigger1 = SelfAnimExist(5500)
value = 5500

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

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