;======================================================================
;======================================================================
; Basic states file for "Mai Kawasumi"
;======================================================================
;======================================================================

;----------------------------------------------------------------------
; Intro and Matchover
;----------------------------------------------------------------------
;170 		- TimeOver
;180 		- WinPose State Selector
;181 		- WinPose 1
;190 		- Introduction State Selector
;191 to 192	- Introduction 1

[Statedef 170]
type = S
movetype = I
physics = S
anim = 170
ctrl = 0
velset = 0,0

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

[Statedef 180]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0

[State 180, ChangeState]
type = ChangeState
triggerall = RoundState != 0
trigger1 = Time = 0
value = 181

[Statedef 181]
type = S
movetype = I
physics = S
anim = 0
ctrl = 0
velset = 0,0

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

[Statedef 190]
type = S
movetype = I
physics = S
anim = 0
ctrl = 0
velset = 0

[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, ChangeState]
type = ChangeState
trigger1 = Time = 0
value = 191

[Statedef 191]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0

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

[State 192, ChangeState]
type = ChangeState
trigger1 = Time >= 30
value = 0
ctrl = 0

;----------------------------------------------------------------------
; Basic Moves
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; Stand Light Attack

[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
ctrl = 0
;juggle = 1
poweradd = 20

[State 200, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 1
ignorehitpause = 1

[State 200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 200, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 200, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.06
ignorehitpause = 1

[State 200, VelMul]
type = VelMul
triggerall = prevstateno = [100,105]
trigger1 = 1
x = 1.1

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,0
channel = 2
ignorehitpause = 1

[State 200, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = light
air.animtype = light
fall.animtype = light
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(5*fvar(0)),0
getpower = 25,5
givepower = 8,3
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 12
ground.slidetime = 12
guard.hittime = 12
air.hittime = 12
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity = -4,0
guard.velocity = -4
air.velocity = -1.5,-3
airguard.velocity = -1.5,-3
fall.recover = 1
fall.recovertime = ceil(40*fvar(0))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0

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

;----------------------------------------------------------------------
; Stand Light Attack <Hold Back>

[Statedef 210]
type = S
movetype = A
physics = S
anim = 210
ctrl = 0
;juggle = 1
poweradd = 20

[State 210, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 2
ignorehitpause = 1

[State 210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 210, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 210, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.07
ignorehitpause = 1

[State 210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,1
channel = 2
ignorehitpause = 1

[State 210, VelMul]
type = VelMul
triggerall = prevstateno = [100,105]
trigger1 = 1
x = 1.1

[State 210, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
x = 10

[State 210, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = light
air.animtype = light
fall.animtype = light
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(15*fvar(0)),0
getpower = 35,10
givepower = 15,5
pausetime = 8,8
guard.pausetime = 8,8
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 16
ground.slidetime = 16
guard.hittime = 16
air.hittime = 16
guard.ctrltime = 16
airguard.ctrltime = 16
ground.velocity = -2,0
guard.velocity = -4
air.velocity = -1.5,-3
airguard.velocity = -1.5,-3
fall.recover = 1
fall.recovertime = ceil(40*fvar(0))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0

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

;----------------------------------------------------------------------
; Stand Medium Attack

[Statedef 220]
type = S
movetype = A
physics = S
anim = 220
ctrl = 0
;juggle = 1
poweradd = 35

[State 220, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 3
ignorehitpause = 1

[State 220, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 220, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 220, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.07
ignorehitpause = 1

[State 220, VelMul]
type = VelMul
triggerall = prevstateno = [100,105]
trigger1 = 1
x = 1.125

[State 220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,3
channel = 2
ignorehitpause = 1

[State 220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s0,5
channel = 3
ignorehitpause = 1

[State 220, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = medium
air.animtype = medium
fall.animtype = medium
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(20*fvar(0)),0
getpower = 35,7
givepower = 12,6
pausetime = 10,10
guard.pausetime = 10,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 15
air.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -4,0
guard.velocity = -4
air.velocity = -0.5,-5
airguard.velocity = -1.5,-4
fall.recover = 1
fall.recovertime = ceil(40*fvar(0))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0

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

;----------------------------------------------------------------------
; Stand Strong Attack

[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
ctrl = 0
;juggle = 1
poweradd = 50

[State 230, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 4
ignorehitpause = 1

[State 230, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 230, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 230, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.08
ignorehitpause = 1

[State 230, VelMul]
type = VelMul
triggerall = prevstateno = [100,105]
trigger1 = 1
x = 1.125

[State 230, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,4
channel = 2
ignorehitpause = 1

[State 230, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s0,5
channel = 3
ignorehitpause = 1

[State 230, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = medium
air.animtype = medium
fall.animtype = medium
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(40*fvar(0)),0
getpower = 50,7
givepower = 20,10
pausetime = 12,12
guard.pausetime = 12,12
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 18
guard.ctrltime = 18
airguard.ctrltime = 18
ground.velocity = -6,0
guard.velocity = -6
air.velocity = -1,-5
airguard.velocity = -3,-4
fall.recover = 1
fall.recovertime = ceil(55*fvar(0))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3

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

;----------------------------------------------------------------------
; Stand Strong Attack <Hold Forward>

[Statedef 240]
type = S
movetype = A
physics = S
anim = 240
ctrl = 0
;juggle = 1
poweradd = 30

[State 240, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 4
ignorehitpause = 1

[State 240, VarSet];Hitsound and effects select
type = VarSet
trigger1 = AnimElem = 4
var(1) = 5
ignorehitpause = 1

[State 240, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 240, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 240, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.04
ignorehitpause = 1

[State 240, VelMul]
type = VelMul
triggerall = prevstateno = [100,105]
trigger1 = 1
x = 1.125

[State 240, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,4
channel = 2
ignorehitpause = 1

[State 240, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s0,1
channel = 2
ignorehitpause = 1

[State 240, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(11) = 0
value = s0,5
channel = 3
ignorehitpause = 1

[State 240, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(8) = 0
x = 30
ignorehitpause = 1

[State 240, Hitdef]
type = Hitdef
trigger1 = AnimElem = 2
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = low
air.type = low
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(20*fvar(0)),0
getpower = 50,7
givepower = 20,10
pausetime = 10,12
guard.pausetime = 10,12
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 18
guard.ctrltime = 18
airguard.ctrltime = 18
ground.velocity = -4,0
guard.velocity = -4
air.velocity = -1,-5
airguard.velocity = -3,-4
fall.recover = 1
fall.recovertime = ceil(40*fvar(0))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3

[State 240, Hitdef]
type = Hitdef
trigger1 = AnimElem = 8
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = low
air.type = low
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(20*fvar(0)),0
getpower = 40,20
givepower = 20,10
pausetime = 14,14
guard.pausetime = 14,14
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 16
ground.slidetime = 16
guard.hittime = 16
air.hittime = 16
guard.ctrltime = 16
airguard.ctrltime = 16
ground.velocity = -6,0
guard.velocity = -6
air.velocity = -1.5,-3
airguard.velocity = -1.5,-3
fall.recover = 1
fall.recovertime = ceil(40*fvar(0))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3

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

;----------------------------------------------------------------------
; Stand Medium Attack <Hold Forward>

[Statedef 250]
type = S
movetype = A
physics = S
anim = 250
ctrl = 0
;juggle = 1
poweradd = 30

[State 250, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 5
ignorehitpause = 1

[State 250, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 250, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 250, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,1
channel = 2
ignorehitpause = 1

[State 250, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.04
ignorehitpause = 1

[State 250, VelMul]
type = VelMul
triggerall = prevstateno = [100,105]
trigger1 = 1
x = 1.125

[State 250, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
x = 30
ignorehitpause = 1

[State 250, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = light
air.animtype = light
fall.animtype = light
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(30*fvar(0)),0
getpower = 50,20
givepower = 25,10
pausetime = 12,12
guard.pausetime = 12,12
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 16
ground.slidetime = 16
guard.hittime = 16
air.hittime = 16
guard.ctrltime = 16
airguard.ctrltime = 16
ground.velocity = -6,0
guard.velocity = -6
air.velocity = -1.5,-3
airguard.velocity = -1.5,-3
fall.recover = 1
fall.recovertime = ceil(50*fvar(0))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0

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

;----------------------------------------------------------------------
; Crouch Light Attack

[Statedef 300]
type = C
movetype = A
physics = C
anim = 300
ctrl = 0
;juggle = 1
poweradd = 20

[State 300, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 8
ignorehitpause = 1

[State 300, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 300, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 300, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.06
ignorehitpause = 1

[State 300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,0
channel = 2
ignorehitpause = 1

[State 300, Hitdef]
type = Hitdef
trigger1 = AnimElem = 2
attr = C,NA
hitflag = MAF
guardflag = LA
animtype = light
air.animtype = light
fall.animtype = light
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(5*fvar(0)),0
getpower = 25,5
givepower = 8,3
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 12
ground.slidetime = 12
guard.hittime = 12
air.hittime = 12
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity = -4,0
guard.velocity = -4
air.velocity = -1.5,-3
airguard.velocity = -1.5,-3
fall.recover = 1
fall.recovertime = ceil(40*fvar(0))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0

[State 300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Crouch Light Attack

[Statedef 301]
type = C
movetype = A
physics = C
anim = 300
ctrl = 0
velset = 6,0
;juggle = 1
poweradd = 20

[State 301, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 8
ignorehitpause = 1

[State 301, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 301, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 301, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.06
ignorehitpause = 1

[State 301, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,0
channel = 2
ignorehitpause = 1

[State 301, Hitdef]
type = Hitdef
trigger1 = AnimElem = 2
attr = C,NA
hitflag = MAF
guardflag = LA
animtype = light
air.animtype = light
fall.animtype = light
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(5*fvar(0)),0
getpower = 25,5
givepower = 8,3
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 12
ground.slidetime = 12
guard.hittime = 12
air.hittime = 12
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity = -4,0
guard.velocity = -4
air.velocity = -1.5,-3
airguard.velocity = -1.5,-3
fall.recover = 1
fall.recovertime = ceil(40*fvar(0))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0

[State 301, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Crouch Medium Attack

[Statedef 310]
type = C
movetype = A
physics = C
anim = 310
ctrl = 0
;juggle = 1
poweradd = 35

[State 310, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 9
ignorehitpause = 1

[State 310, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 310, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 310, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.06
ignorehitpause = 1

[State 310, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,1
channel = 2
ignorehitpause = 1

[State 310, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
attr = C,NA
hitflag = MAF
guardflag = LA
animtype = light
air.animtype = light
fall.animtype = light
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(20*fvar(0)),0
getpower = 50,10
givepower = 10,5
pausetime = 10,10
guard.pausetime = 10,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 15
air.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -5,0
guard.velocity = -5
air.velocity = -2,-4
airguard.velocity = -2,-4
fall.recover = 1
fall.recovertime = ceil(40*fvar(0))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0

[State 310, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Crouch Medium Attack

[Statedef 311]
type = C
movetype = A
physics = C
anim = 310
velset = 6,0
ctrl = 0
;juggle = 1
poweradd = 35

[State 311, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 9
ignorehitpause = 1

[State 311, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 311, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 311, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.06
ignorehitpause = 1

[State 311, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,1
channel = 2
ignorehitpause = 1

[State 311, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
attr = C,NA
hitflag = MAF
guardflag = LA
animtype = light
air.animtype = light
fall.animtype = light
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(20*fvar(0)),0
getpower = 50,10
givepower = 10,5
pausetime = 10,10
guard.pausetime = 10,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 15
air.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -5,0
guard.velocity = -5
air.velocity = -2,-4
airguard.velocity = -2,-4
fall.recover = 1
fall.recovertime = ceil(40*fvar(0))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0

[State 311, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Crouch Strong Attack

[Statedef 320]
type = C
movetype = A
physics = C
anim = 320
ctrl = 0
;juggle = 1
poweradd = 50

[State 320, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 10
ignorehitpause = 1

[State 320, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 320, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 320, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.08
ignorehitpause = 1

[State 320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s0,4
channel = 2
ignorehitpause = 1

[State 320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(11) = 0
value = s0,5
channel = 3
ignorehitpause = 1

[State 320, Hitdef]
type = Hitdef
trigger1 = AnimElem = 6
attr = C,NA
hitflag = MAF
guardflag = LA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(40*fvar(0)),0
getpower = 80,20
givepower = 20,10
pausetime = 8,12
guard.pausetime = 8,12
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 18
guard.ctrltime = 18
airguard.ctrltime = 18
ground.velocity = -0.5,-3
guard.velocity = -5
air.velocity = -2,-4
airguard.velocity = -2,-4
fall.recover = 0
fall.recovertime = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3

[State 320, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Crouch Strong Attack

[Statedef 321]
type = C
movetype = A
physics = C
velset = 6,0
anim = 320
ctrl = 0
;juggle = 1
poweradd = 50

[State 321, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 10
ignorehitpause = 1

[State 321, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 321, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 321, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.08
ignorehitpause = 1

[State 321, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s0,4
channel = 2
ignorehitpause = 1

[State 321, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(11) = 0
value = s0,5
channel = 3
ignorehitpause = 1

[State 321, Hitdef]
type = Hitdef
trigger1 = AnimElem = 6
attr = C,NA
hitflag = MAF
guardflag = LA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(40*fvar(0)),0
getpower = 80,20
givepower = 20,10
pausetime = 8,12
guard.pausetime = 8,12
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 18
guard.ctrltime = 18
airguard.ctrltime = 18
ground.velocity = -0.5,-3
guard.velocity = -5
air.velocity = -2,-4
airguard.velocity = -2,-4
fall.recover = 0
fall.recovertime = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3

[State 321, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Ariel Light Attack

[Statedef 400]
type = A
movetype = A
physics = N
anim = 400
ctrl = 0
;juggle = 1
poweradd = 50

[State 400, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 1
ignorehitpause = 1

[State 400, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 400, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 400, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.05
ignorehitpause = 1

[State 400, Gravity]
type = Gravity
trigger1 = PrevStateNo != [110,115]
trigger2 = (PrevStateNo = [110,115]) && Time > 4

[State 400, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,1
channel = 2
ignorehitpause = 1

[State 400, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = light
air.animtype = light
fall.animtype = light
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(5*fvar(0)),0
getpower = 20,5
givepower = 10,5
pausetime = 8,8
guard.pausetime = 8,8
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 13
ground.slidetime = 13
guard.hittime = 13
air.hittime = 13
guard.ctrltime = 13
airguard.ctrltime = 13
ground.velocity = -2,0
guard.velocity = -3
air.velocity = -1,-4
airguard.velocity = -2,-4
fall.recover = 1
fall.recovertime = 10+ceil(40*fvar(0))
forcestand = 0
fall = 0
air.fall = 0
kill = 1
guard.kill = 0

[State 400, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 450
ctrl = ifelse(var(8) = 1,1,0)

[State 400, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

;----------------------------------------------------------------------
; Ariel Middle Attack

[Statedef 410]
type = A
movetype = A
physics = N
anim = 410
ctrl = 0
;juggle = 1
poweradd = 50

[State 410, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 3
ignorehitpause = 1

[State 410, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 410, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 410, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.06
ignorehitpause = 1

[State 410, Gravity]
type = Gravity
trigger1 = PrevStateNo != [110,115]
trigger2 = (PrevStateNo = [110,115]) && Time > 4

[State 410, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,3
channel = 2
ignorehitpause = 1

[State 410, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s0,5
channel = 3
ignorehitpause = 1

[State 410, Hitdef]
type = Hitdef
trigger1 = AnimElem = 2
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = medium
air.animtype = medium
fall.animtype = medium
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(20*fvar(0)),0
getpower = 40,10
givepower = 20,10
pausetime = 10,10
guard.pausetime = 10,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 15
air.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -5,0
guard.velocity = -5
air.velocity = -1,-4
airguard.velocity = -2,-4
fall.recover = 1
fall.recovertime = 10+ceil(40*fvar(0))
forcestand = 0
fall = 0
air.fall = 0
kill = 1
guard.kill = 0

[State 410, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 450
ctrl = ifelse(var(8) = 1,1,0)

[State 410, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

;----------------------------------------------------------------------
; Ariel Strong Attack

[Statedef 420]
type = A
movetype = A
physics = N
anim = 420
ctrl = 0
;juggle = 1
poweradd = 50

[State 420, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 4
ignorehitpause = 1

[State 420, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 420, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 420, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.06
ignorehitpause = 1

[State 420, Gravity]
type = Gravity
trigger1 = PrevStateNo != [110,115]
trigger2 = (PrevStateNo = [110,115]) && Time > 4

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,4
channel = 2
ignorehitpause = 1

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s0,5
channel = 3
ignorehitpause = 1

[State 420, Hitdef]
type = Hitdef
trigger1 = AnimElem = 4
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = medium
air.animtype = medium
fall.animtype = medium
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(35*fvar(0)),0
getpower = 80,20
givepower = 40,20
pausetime = 13,13
guard.pausetime = 13,13
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -7,0
guard.velocity = -7
air.velocity = -1,-4
airguard.velocity = -2,-4
fall.recover = 1
fall.recovertime = 15+ceil(50*fvar(0))
forcestand = 0
fall = 0
air.fall = 0
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3

[State 420, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 450
ctrl = ifelse(var(8) = 1,1,0)

[State 420, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

;----------------------------------------------------------------------
; Throw - Start

[Statedef 500]
type = S
movetype = A
physics = S
anim = 500
ctrl = 0

[State 500, VarSet];Holdback/Holdfwd detector
type = VarSet
trigger1 = Time = 0
trigger1 = command = "holdfwd"
trigger1 = command != "holdback"
var(0) = 1
persistent = 0

[State 500, VarSet];Holdback/Holdfwd detector
type = VarSet
trigger1 = Time = 0
trigger1 = command = "holdback"
trigger1 = command != "holdfwd"
var(0) = 2

[State 500, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 500, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 500, Hitdef]
type = Hitdef
trigger1 = AnimElem = 1
attr = S,NT
hitflag = M-
guardflag = 
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
priority = 1, Miss
damage = 0,0
getpower = 70,0
givepower = 50,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10500
guard.sparkno = -1
sparkxy = -40,-60
hitsound = S1,50
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
p1facing = ifelse(var(0) = 1,-1,ifelse(var(0) = 2,1,1))
p2facing = 1
p1stateno = 501
p2stateno = 40501
p1sprpriority = 0
p2sprpriority = 2
guard.dist = 0

[State 500, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Throw - Success

[Statedef 501]
type = S
movetype = A
physics = S
anim = 501
ctrl = 0

[State 501, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(6) = 0
value = -70
absolute = 1

[State 501, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
pos = 60,0

[State 501, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(3) < 0
pos = 50,-30

[State 501, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) < 0
pos = 30,-80

[State 501, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) < 0
pos = 30,-40

[State 501, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
pos = -100,-40

[State 501, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) < 0
pos = -100,0

[State 501, TargetState];ChangeAnim
type = TargetState
trigger1 = AnimElemTime(2) = 0
value = 40502

[State 501, TargetState];Turn
type = TargetState
trigger1 = AnimElemTime(5) = 0
value = 40503

[State 501, TargetState];SelfState (5080 to 5110)
type = TargetState
trigger1 = AnimElemTime(6) = 1
value = 40504

[State 501, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 2
value = s2,4
channel = 2
ignorehitpause = 1

[State 501, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(6) = 2
time = 10
freq = 80
ampl = 4

[State 501, ChangeState]
type = Turn
trigger1 = AnimTime = 0

[State 501, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Ariel Throw - Start

[Statedef 505]
type = A
movetype = A
physics = A
anim = 505
ctrl = 0
poweradd = 100

[State 505, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 505, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 505, Hitdef]
type = Hitdef
trigger1 = AnimElem = 1
attr = A,NT
hitflag = AF
guardflag = 
animtype = light
air.animtype = light
fall.animtype = light
ground.type = high
air.type = high
priority = 1, Miss
damage = 0,0
getpower = 0,0
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -20,-60
hitsound = s1,50
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
p1facing = ifelse(command = "holdfwd",-1,ifelse(command = "holdback",1,1))
p2facing = 1
p1stateno = 506
p2stateno = 40505
p1sprpriority = 2
p2sprpriority = 1
guard.dist = 0

[State 505, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 450

;----------------------------------------------------------------------
; Ariel Throw - Success

[Statedef 506]
type = A
movetype = A
physics = N
anim = 506
ctrl = 0
velset = 0,0

[State 506, Explod]
type = Explod
trigger1 = Time = 0
anim = 10500
postype = p2
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 506, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(3) < 0
time = 1
pos = 30,-65

[State 506, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) < 0
time = 1
pos = 5,-60

[State 506, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(4) = 0
time = 1
pos = -20,-55

[State 506, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(4) = 1
time = 1
pos = -20,-10

[State 506, TargetBind]
type = SprPriority
trigger1 = AnimElemtime(3) = 0
value = 0

[State 506, TargetState]
type = TargetState
trigger1 = AnimElemTime(4) = 1
trigger1 = Facing = Target,Facing
value = 40507

[State 506, TargetState]
type = TargetState
trigger1 = AnimElemTime(4) = 1
trigger1 = Facing != Target,Facing
value = 40506

[State 506, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(4) = 1
value = -20+ceil(-60*fvar(0))
absolute = 1
persistent = 1

[State 506, Turn]
type = Turn
trigger1 = AnimTime = 0

[State 506, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 450
ctrl = 1

;---------------------------------------------------------------------------
; Advancing Guard <Ground>

[Statedef 510]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 130
sprpriority = 2

[State 510, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 510, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 510, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Advancing_Guard"
ID = 60000
pos = ceil(P2Dist X - 40),0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 10510

[State 510, Explod]
type = Explod
trigger1 = Time = 0
anim = 10510
postype = p1
pos = 15,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 510, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,5
channel = 2

[State 510, ChangeState]
type = ChangeState
trigger1 = Time = 20
value = 130

;---------------------------------------------------------------------------
; Advancing Guard <Crouch>

[Statedef 511]
type = C
movetype= I
physics = C
velset = 0,0
ctrl = 0
anim = 131
sprpriority = 2

[State 511, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 511, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 511, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Advancing_Guard"
pos = ceil(P2Dist X - 40),0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 10510

[State 511, Explod]
type = Explod
trigger1 = Time = 0
anim = 10510
postype = p1
pos = 20,-20
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 511, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,5
channel = 2

[State 511, ChangeState]
type = ChangeState
trigger1 = Time = 20
value = 131

;---------------------------------------------------------------------------
; Advancing Guard <Ariel>

[Statedef 512]
type = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 132
sprpriority = 2

[State 512, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 512, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 512, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Advancing_Guard"
pos = ceil(P2Dist X - 40),0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 10510

[State 512, Explod]
type = Explod
trigger1 = Time = 0
anim = 10510
postype = p1
pos = 15,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 512, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,5
channel = 2

[State 512, ChangeState]
type = ChangeState
trigger1 = Time = 20
value = 132

;---------------------------------------------------------------------------
; Super Jump <Newtral>

[Statedef 520]
type = A
movetype = I
physics = A
anim = 48
ctrl = 1

[State 520, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,6
channel = 2

[State 520, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
y = -20

[State 520, VelSet]
type = VelAdd
trigger1 = command = "holdfwd"
x = 0.05

[State 520, VelSet]
type = VelAdd
trigger1 = command = "holdback"
x = -0.05

[State 520, VarSet]
type = VarSet
trigger1 = Time = 0
var(8) = 1

[State 520, Explod]
type = Explod
trigger1 = Time = 0
anim = 10520
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,10
bindtime = 1
removetime = -2
removeongethit = 1

[State 520, Explod]
type = Explod
trigger1 = Time = 0
anim = 10521
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,20
bindtime = 1
removetime = -2
removeongethit = 1
scale = 1.5,1.5

;---------------------------------------------------------------------------
; Super Jump <Back>

[Statedef 521]
type = A
movetype = I
physics = A
anim = 48
ctrl = 1

[State 521, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,6
channel = 2

[State 521, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 2
y = -20

[State 521, VelSet]
type = VelAdd
trigger1 = command = "holdfwd"
x = 0.05

[State 521, VelSet]
type = VelAdd
trigger1 = command = "holdback"
x = -0.05

[State 521, VarSet]
type = VarSet
trigger1 = Time = 0
var(8) = 1

[State 521, Explod]
type = Explod
trigger1 = Time = 0
anim = 10520
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,10
bindtime = 1
removetime = -2
removeongethit = 1

[State 521, Explod]
type = Explod
trigger1 = Time = 0
anim = 10521
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,20
bindtime = 1
removetime = -2
removeongethit = 1
scale = 1.5,1.5

;---------------------------------------------------------------------------
; Super Jump <Back>

[Statedef 522]
type = A
movetype = I
physics = A
anim = 48
ctrl = 1

[State 522, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,6
channel = 2

[State 522, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = -2
y = -20

[State 522, VelSet]
type = VelAdd
trigger1 = command = "holdfwd"
x = 0.05

[State 522, VelSet]
type = VelAdd
trigger1 = command = "holdback"
x = -0.05

[State 522, VarSet]
type = VarSet
trigger1 = Time = 0
var(8) = 1

[State 522, Explod]
type = Explod
trigger1 = Time = 0
anim = 10520
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,10
bindtime = 1
removetime = -2
removeongethit = 1

[State 522, Explod]
type = Explod
trigger1 = Time = 0
anim = 10521
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,20
bindtime = 1
removetime = -2
removeongethit = 1
scale = 1.5,1.5

;---------------------------------------------------------------------------
; Falling Down

[Statedef 523]
type = A
movetype = I
physics = A
anim = 46
ctrl = 1
sprpriority = 2

[State 523, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 7

[State 523, PalFX]
type = PalFX
trigger1 = Time = 0
time = 2
add = 255,255,255

[State 523, ChangeState]
type = ChangeState
trigger1 = ((Time > 0) && (Pos Y >= 0))
value = 52

;---------------------------------------------------------------------------
; Instant Charge

[Statedef 530]
type = S
movetype = A
physics = S
anim = 530
ctrl = 0
velset = 0,0

[State 530, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
ignorehitpause = 1

[State 530, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 530, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 530, Pause]
type = Pause 
trigger1 = Time = 0
time = 30
movetime = 30
ignorehitpause = 1

[State 530, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 530, VarSet];Damage Correction
type = VarAdd
trigger1 = Time = 0
trigger1 = fvar(31) = 3
fvar(6) = fvar(30)/200
persistent = 0
ignorehitpause = 1

[State 530, VarSet];Flicker Instant Charge Flag initialize
type = VarSet
trigger1 = Time = 2
trigger1 = var(16) = 1
var(16) = 0
ignorehitpause = 1

[State 530, VarSet];RainForce Gauge initialize
type = VarSet
triggerall = Time = 1
trigger1 = var(16) != 1
trigger2 = fvar(31) = 2
fvar(30) = 0
ignorehitpause = 1

[State 6000, VarAdd]
type = VarAdd
triggerall = Time = 1
trigger1 = var(16) = 1
trigger1 = fvar(31) = 3
fvar(30) = ifelse(fvar(30) > 50,-50,-1*fvar(30))
ignorehitpause = 1

[State 530, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,3
ignorehitpause = 1

[State 530, Explod]
type = Explod
trigger1 = Time = 0
anim = 10530
postype = p1
pos = 0,-40
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -5

[State 530, Explod]
type = Explod
trigger1 = Time = 0
anim = 10531
postype = p1
pos = 0,0
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -5

[State 530, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Ring"
pos = 0,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31000
ID = 31001
ignorehitpause = 1

[State 530, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Instant Charge <Ariel>

[Statedef 531]
type = A
movetype = A
physics = N
anim = 531
ctrl = 0

[State 531, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
ignorehitpause = 1

[State 531, Pause]
type = Pause 
trigger1 = Time = 0
time = 30
movetime = 30
ignorehitpause = 1

[State 531, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 531, VarSet];Damage Correction
type = VarAdd
trigger1 = Time = 0
trigger1 = fvar(31) = 3
fvar(6) = fvar(30)/200
persistent = 0
ignorehitpause = 1

[State 531, VarSet];RainForce Gauge initialize
type = VarSet
trigger1 = Time = 1
fvar(30) = 0
ignorehitpause = 1

[State 531, VarSet];Air Jump flag initialize
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 531, VarSet];Air Dash flag initialize
type = VarSet
trigger1 = Time = 0
var(7) = 0

[State 531, VarSet];Save Velocity
type = VarSet
trigger1 = Time = 0
fvar(20) = Vel X
ignorehitpause = 1

[State 531, VarSet];Save Velocity
type = VarSet
trigger1 = Time = 0
fvar(21) = Vel Y
ignorehitpause = 1

[State 531, VelSet]
type = VelSet
trigger1 = Time = 1
x = 0
y = 0

[State 531, VelSet]
type = VelSet
trigger1 = Time = 30
x = fvar(20)
y = fvar(21)

[State 531, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 30
statetype = A
physics = A

[State 531, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,3
ignorehitpause = 1

[State 531, Explod]
type = Explod
trigger1 = Time = 0
anim = 10530
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -5

[State 531, Explod]
type = Explod
trigger1 = Time = 0
anim = 10531
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -5

[State 531, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Ring"
pos = 0,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31000
ID = 31001
ignorehitpause = 1

[State 531, ChangeState]
type = ChangeState
trigger1 = Time >= 30
value = 450
ctrl = 1

;---------------------------------------------------------------------------
; Safe Standing

[Statedef 532]
type = A
movetype = A
physics = N
anim = 532
ctrl = 0
velset = 0,-5
facep2 = 1

[State 532, VarAdd]
type = VarAdd
trigger1 = Time = 0
trigger1 = fvar(31) = 3
fvar(30) = ifelse(fvar(30) > 25,-25,-1*fvar(30))
ignorehitpause = 1

[State 532, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 532, VelSet]
type = VelSet
trigger1 = Time = 5
x = 0
y = 0

[State 532, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,3
ignorehitpause = 1

[State 532, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Ring"
pos = 0,-40
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 10532
ID = 10532
ignorehitpause = 1

[State 532, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 450
ctrl = 1
