                ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                ;;;;Freddy Krueger: Rominucka Remix V2.0;;;
                ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Data]
life = 1000
attack = 200
defence = 130
fall.defence_up = 50
liedown.time = 10
airjuggle = 15
sparkno = s9972
guard.sparkno = -1
KO.echo = 0
volume = 500
power = 3000
IntPersistIndex = 40
FloatPersistIndex = 40

[Size]
xscale = 0.55           ;Horizontal scaling factor.
yscale = 0.55           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 13    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
height = 60	     ;Height of player (for opponent to jump over)
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too   
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow

[Velocity]
walk.fwd  = 1.9      ;Walk forward
walk.back = -1.8     ;Walk backward
run.fwd  = 5.6, <0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -4.5,-3.8 ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-7.4     ;Neutral jumping velocity (x, y)
jump.back = -2.55   ;Jump back Speed (x, y)
jump.fwd = 2.5      ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55,-8.1 ;Air jump speeds (opt)
airjump.fwd = 2.5,-8.1    ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 30  ;Minimum distance from ground before you can air jump (opt)
yaccel = .33         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...
;---------------------------------------------------------------------------
 ; RUN_FWD (overridden to dash-type)
[Statedef 100]
type    = S   ;Running is on the ground
physics = N   ;We'll define our own physics
anim = 100    ;Anim action 100
ctrl = 0      ;No control for duration of dash

[State 100, 1] ;To start dashing forwards
type = VelSet
trigger1 = Time = [0,5]
x = 6

[State 100, 2] ;Friction after initial dash
type = VelMul
trigger1 = Time > 5
x = .85

[State 100, 3] ;
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 170, 1]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = roundnotover

[State 170, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 170, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 11, 0

;---------------------------------------------------------------------------
; WIN 1
[Statedef 180]
type = S
ctrl = 0
anim = 180
velset = 0,0,0

[State 180, 1]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = roundnotover

[State 181, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 0, 3

;---------------------------------------------------------------------------
; INTRO
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 190, 0]
type = ChangeState
triggerall = Time = 0
trigger1 = P1Name = "lidia fox"
trigger2 = P2Name = "lidia fox"
trigger3 = P1Name = "gato"
trigger4 = P2Name = "gato"
value = 191
ctrl = 0

[State 190, 1] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time = [0,94]

flag = Intro

[State 191, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 4

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

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 4
range = 1,6

;---------------------------------------------------------------------------
; INTRO A
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0,0


[State 191, 1] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time = [0,200]

flag = Intro



[State 191, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 3

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 4
range = 1,6


;---------------------------------------------------------------------------
; Standing Slice Twice X
[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
juggle = 1
ctrl = 0



[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
attr = S, NA
damage = 40, 23
animtype = Hard
getpower = 50,35
guardflag = MA
hitflag = MAF
pausetime = 3,8
sparkno=S7002
sparkxy = -40,-76
hitsound = s2,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = 0
air.velocity = -1.3,-3 
fall = 0

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 0, 0

[State 200, 3]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

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

;---------------------------------------------------------------------------
; Standing Punch Y
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0,0
anim = 210

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 35, 15
animtype = Medium
getpower = 30,15
guardflag = MA
hitflag = MAF
pausetime = 1,11
sparkno=0
sparkxy = -10,-78
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0
air.velocity = -2,-3 
fall = 0

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

;[State 210, 2]
;type = PlaySnd
;trigger1 = AnimElem = 3
;value = 0, 8

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

;---------------------------------------------------------------------------
; Standing OverHand Slice Z
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 20
ctrl = 0
velset = 0,0
anim = 220


;[State 220, 1]
;type = posadd
;trigger1 = AnimElem = 2
;trigger2 = AnimElem = 3
;trigger3 = AnimElem = 4
;x = 9


[State 220, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = S, NA
damage = 50, 15
animtype = Hard
getpower = 30,15
guardflag = MA
hitflag = MAF
pausetime = 3,15
sparkno=S7001
sparkxy = -40,-78
hitsound = s2,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -3
air.velocity = -2,-3
fall = 0


[State 220, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 0

;[State 210, 2]
;type = PlaySnd
;trigger1 = AnimElem = 4
;value = 0, 8

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Kick A
[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
juggle = 1
ctrl = 0


[State 230, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 30
animtype = Light
getpower = 30,15
guardflag = MA
hitflag = MAF
pausetime = 7,8
sparkno=0
sparkxy = -10,-72
hitsound = 5,0
guardsound = s0,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = 0
air.velocity = -1.3,-3 
fall = 0

[State 230, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Bigger Kick B
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0,0
anim = 240


[State 240, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 40
animtype = Medium
getpower = 30,15
guardflag = MA
hitflag = MAF
pausetime = 11,11
sparkno=0
sparkxy = -10,-76
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 1
air.velocity = -2,-5 
fall = 0

[State 240, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

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

;---------------------------------------------------------------------------
; Standing Bigger Kick C
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 250


[state 250, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 40
animtype = Hard
getpower = 30,15
guardflag = MA
hitflag = MAF
pausetime = 10,12
sparkno=2
sparkxy = -10,-76
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -2
air.velocity = -1,-2 
fall = 0

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 70
animtype = Hard
getpower = 30,15
guardflag = MA
hitflag = MAF
pausetime = 13,15
sparkno=2
sparkxy = -10,-76
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -2
air.velocity = -1,-2 
fall = 1


[State 250, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Crouching Blade Jab X
[Statedef 400]
type = C
movetype = A
physics = C
anim = 400
juggle = 1
ctrl = 0

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 35
animtype = Light
getpower = 30,15
guardflag = L
hitflag = MAFD
pausetime = 10,12
sparkno= S7002
sparkxy = -40,-65
hitsound = s2,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20
fall = 0

[State 400, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 400, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Punch Y
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 2
ctrl = 0
velset = 0,0,0
anim = 410

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 40
animtype = Medium
getpower = 30,15
guardflag = L
hitflag = MAFD
pausetime = 12,12
sparkno=0
sparkxy = -10,-55
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2,-3 
down.velocity = -4,0
down.hittime = 20
fall = 0

[State 410, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 0

[State 410, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Upper Slice Z
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 420

[State 420, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 0,0

[State 420, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 50
animtype = Hard
getpower = 30,15
guardflag = L
hitflag = MAFD
pausetime = 5,15
sparkno=S7003
sparkxy = -40,-55
hitsound = s2,0
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -5
air.velocity = -2,-3 
fall = 1

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = s, NA
damage = 55
animtype = Hard
getpower = 30,15
guardflag = L
hitflag = MAFD
pausetime = 13,15
sparkno=S7003
sparkxy = -20,-40
hitsound = s2,0
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -5
air.velocity = -2,-3 
fall = 1


[State 420, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching Leg Sweep A
[Statedef 430]
type = C
movetype = A
physics = C
anim = 430
juggle = 1
ctrl = 0

[State 430, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage = 40
animtype = Light
getpower = 30,15
guardflag = L
hitflag = MAFD
pausetime = 10,12
sparkno=0
sparkxy = -10,-5
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20
fall = 0

[State 430, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Leg Sweep B
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 2
ctrl = 0
velset = 0,0,0
anim = 440

[State 440, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 35
animtype = Medium
getpower = 30,15
guardflag = L
hitflag = MAFD
pausetime = 12,12
sparkno=0
sparkxy = -10,-5
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2,-3 
down.velocity = -4,0
down.hittime = 20
fall = 0

[State 440, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 440, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Leg Sweep C
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 450


[State 450, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
attr = C, NA
damage = 35
animtype = Hard
getpower = 30,15
guardflag = L
hitflag = MAFD
pausetime = 13,15
sparkno=2
sparkxy = -10,-5
hitsound = 5,2
guardsound = 6,0
ground.type = Trip
ground.slidetime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

[State 450, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 0

[State 450, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Jumping Slice Twice X
[Statedef 600]
type = A
movetype = A
physics = A
anim = 600
juggle = 1
poweradd =20
ctrl = 0

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, NA
damage = 40
priority = 3
guardflag = HA
hitflag = MAF
pausetime = 7,8
sparkno=S7001
sparkxy = -40,-56
hitsound = s2,0
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4
air.velocity = -1.3,-3 
fall = 0

[State 600, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 600, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;---------------------------------------------------------------------------
; Jumping Punch Y
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 2
ctrl = 0
anim = 610

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 40
animtype = Medium
getpower = 30,15
guardflag = HA
hitflag = MAF
pausetime = 11,11
sparkno=0
sparkxy = -10,-73
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2,-3 
fall = 0

[State 610, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 610, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;---------------------------------------------------------------------------
; Jumping Stab Z
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 620

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = A, NA
damage = 55
animtype = Hard
getpower = 30,15
guardflag = HA
hitflag = MAF
pausetime = 13,15
sparkno=S7002
sparkxy = -40,-73
hitsound = s2,0
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -5
air.velocity = -2,-3 
fall = 0

[State 620, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 620, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jumping Kick A
[Statedef 630]
type = A
movetype = A
physics = A
anim = 630
juggle = 1
ctrl = 0

[State 630, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, NA
damage = 40
animtype = Light
getpower = 30,15
guardflag = HA
hitflag = MAF
pausetime = 7,8
sparkno=0
sparkxy = -10,-39
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
air.velocity = -1.3,-3 
fall = 0

[State 630, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 630, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jumping Kick B
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 2
ctrl = 0
anim = 640

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 40
animtype = Medium
getpower = 30,15
guardflag = HA
hitflag = MAF
pausetime = 11,11
sparkno=0
sparkxy = -10,-75
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2,-3 
fall = 0

[State 640, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 640, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jumping Kick C
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 650

[State 650, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 30
animtype = Hard
getpower = 30,15
guardflag = HA
hitflag = MAF
pausetime = 13,15
sparkno=2
sparkxy = -10,-39
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -5
air.velocity = -2,-3 
fall = 0

[State 650, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 650, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;Teleport
[statedef 777]
type = S
Movetype = I
physics = S
Anim = 777
unhittable = 1
poweradd = 15
ctrl = 0

[state 777, 2]
type = playsnd
trigger1 = animelem = 3
value = 0,15

[State 777, 1]
type = AfterImage
trigger1 = Time= 0
time = 15
trans = add1
palbright = 0,0,0
palcontrast = 128,128,128
PalAdd=0,0,0
PalMul=1,1,1
length = 20
timegap = 1

[State 777, 1]
type = AfterImageTime
trigger1 = Time >= 0
time = 15

[State 777, 2]
type = turn
trigger1 = animelem = 5
persistent = 0

[State 777, 2]
type = VelSet
trigger1 = animelem = 5
x = 5

[State 777, 2]
type = PosAdd
trigger1 = AnimElem = 5
x = (P2Dist X) - 400
y = (P2Dist y) - 70

;[State 2001, 5]
;type = ChangeAnim
;trigger1 = movecontact
;value = 2002

;[State 777, Turn]
;type = Turn
;trigger1 = AnimElem = 5
;ignorehitpause =
;persistent =

;[state 777, 3]
;type = posadd
;trigger1 = animelem = 1
;x = 220
;y = -50

[state 777 ,5]
type = changestate
trigger1 = animtime = 0
value = 5040
;unhittable = 1
ctrl = 1

;---------------------------------------------------------------------------
;Fire Ball 1
[Statedef 1000]
type = S
movetype= A
physics = S
poweradd= 90
ctrl = 0
velset = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,17

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 7
projanim = 1001
projhitanim = 4000
offset = 90, -78
velocity = 6, 0
; HitDef part of projectile info
attr = S, SP
damage = 60, 30
animtype = Medium
pausetime = 0,9
sparkno = -1
hitsound = s0, 16
guardflag = MA
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
Palfx.time      = 20
Palfx.add       = 40,-70,-200
Palfx.sinadd   = 40,30,0,10
Palfx.color     = 0
Palfx.invertall = 1

[State 1000, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Short Combo
[Statedef 1010]
type = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1010

;[State 1010, 1]
;type = PlaySnd
;trigger1 = Time = 0
;value = 0,1

[State 1010, 1]
type = posadd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
x= 10 


[State 1010, 2]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
attr = S, NA
damage = 50, 20
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 5,15
sparkno=3
sparkxy = -10,-76
hitsound = s2,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -1
air.velocity = -2,-4 
fall=0

[State 1010, 2]
type = HitDef
;trigger1 = AnimElem = 5
;trigger2 = AnimElem = 13
trigger1 = AnimElem = 18
attr = S, NA
damage = 65, 30
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 5,15
sparkno=3
sparkxy = -10,-76
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -1
air.velocity = -2,-8 
fall=1

[State 1010, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Jumper Cut
[Statedef 1015]
type = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1015

[State 1015, 1]
type = PlaySnd
trigger1 = Time = 5
value = 0,0

[State 1015, 1]
type = posadd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7

x= 6 


[State 1015, 2]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 10
attr = S, NA
damage = 40, 23
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 13,15
sparkno=3
sparkxy = -10,-76
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -3
air.velocity = -2,-10 
fall=1

[State 1015, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Fire Ball Z (i think i disabled this one)
[Statedef 1020]
type = S
movetype= A
physics = S
poweradd= 90
ctrl = 0
velset = 0
anim = 1020

[State 1020, 1]
type = PlaySnd
trigger1 = Time = 5
value = 0,17

[State 1020, 2]
type = Projectile
trigger1 = AnimElem = 7
projanim = 1001
projhitanim = 4000
offset = 90, -78
velocity = 6, 0
; HitDef part of projectile info
attr = S, SP
damage = 65, 35
animtype = Medium
pausetime = 0,9
sparkno = -1
hitsound = s0, 16
guardflag = MA
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
Palfx.time      = 20
Palfx.add       = 40,-70,-200
Palfx.sinadd   = 40,30,0,10
Palfx.color     = 0
Palfx.invertall = 1

[State 1020, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Grab & Stab (attempt)
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 7
sprpriority = 2
velset = 0,0
anim = 1100
ctrl = 0

[State 1100, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NT
getpower = 45
givepower = 25
hitflag = M-
numhits = 0
p1facing = 1
p2facing = 1
priority = 4, Miss
sparkno = -1
sprpriority = 1
p1stateno = 1105
p2stateno = 1107
fall = 0
fall.damage = 0
fall.recover = 0


[State 1100, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------
; Grab & Stab (success)
[Statedef 1105]
type    = S
movetype= A
physics = S
sprpriority = 3
anim = 1105

[State 1105, 0]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
trigger4 = AnimElem = 21
trigger5 = AnimElem = 25
value = 2,1

[State 1105, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,8

[State 1105, 1]
type = TargetBind
trigger1 = AnimElem = 1
;time = 115
pos = 57,0

[State 1105, 2]
type = TargetBind
trigger1 = AnimElem = 9
;time = 3
pos = 62,0

[State 1105, 3]
type = TargetBind
trigger1 = AnimElem = 14
;time = 3
pos = 63,0

[State 1105, 4]
type = TargetBind
;time = 3
trigger1 = AnimElem = 18
pos = 64,0

[State 1105, 5]
type = TargetBind
trigger1 = AnimElem = 22
;time = 3
pos = 65,0

[State 1105, 6]
type = TargetBind
trigger1 = AnimElem = 26
;time = 1
pos = 63,0

[State 1105, 7]
type = TargetBind
trigger1 = AnimElem = 27
;time = 3
pos = 58,0


[State 1105, snd]
type = PlaySnd
trigger1 = AnimElem = 24
value = 0,9
;volume = 40

;[State 1105, snd2]
;type = PlaySnd
;trigger1 = AnimElem = 11
;value = 5,8

[State 1105, damage]
type = TargetLifeAdd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
trigger4 = AnimElem = 21
trigger5 = AnimElem = 25
trigger6 = AnimElem = 26
value = -20

[State 1105, damage 2]
type = TargetLifeAdd
trigger1 = AnimElem = 27
value = -50

[State 1105, explod]
type = Explod
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
trigger4 = AnimElem = 21
trigger5 = AnimElem = 25
trigger6 = AnimElem = 26
anim = 7002
pos = 5,-70
postype = P2
sprpriority = 2
ontop = 1
bindtime = 14
ownpal = 1

[State 1105, explod2]
type = Explod
trigger1 = AnimElem = 27
anim = 7003
pos = 5,-70
postype = P2
sprpriority = 2
ontop = 1
bindtime = 14
ownpal = 1


[State 1105, p2statechange]
type = TargetState
trigger1 = AnimElem = 27
value = 1108

[State 1105, 2]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------
; Grab & Stab (P2 state)
[Statedef 1107]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1
anim = 5001

[State 1107, 2]
type = ChangeAnim
trigger1 = time = 28
value = 5010

[State 1107, 2]
type = ChangeAnim2
trigger1 = AnimElem = 26
value = 1108

;-------------------------------------------------------
; Grab & Stab (P2 knockdown)
[Statedef 1108]
type    = A
movetype= I
physics = N
velset = 0,0
sprpriority = 1

[State 1108, 1]
type = VelAdd
trigger1 = Time >= 0
y = .45

[State 1108, 2]
type = VelSet
trigger1 = Time = 0
x = -1
y = -10

[State 1108, 3]
type = ChangeAnim
trigger1 = Time = 0
value = 5050

[State 1108, 4]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
; Soul Steal (attempt)
[Statedef 1110]
type    = S
movetype= A
physics = S
juggle  = 7
sprpriority = 2
velset = 0,0
anim = 1110
ctrl = 0

[State 1110, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NT
getpower = 45
givepower = 25
hitflag = M-
numhits = 0
p1facing = 1
p2facing = 1
priority = 4, Miss
sparkno = -1
sprpriority = 1
p1stateno = 1115
p2stateno = 1118
fall = 0
fall.damage = 0
fall.recover = 0


[State 1110, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------
; Soul Steal (success)
[Statedef 1115]
type    = S
movetype= A
physics = S
poweradd = -500
sprpriority = 3
anim = 1115


[State 1115, pause]
type = SuperPause
trigger1 = time = 0
;movetime = 168
sound = 20, 0
;time = 50

[State 1115, BGPalFX]
type = BGpalfx
trigger1 = Animelem = 2
time=160
add=100,100,100
mul=100,100,200
invertall =1
sinadd=65,65,222,40
ignorehitpause = 1


;[State 1105, 0]
;type = PlaySnd
;trigger1 = AnimElem = 9
;trigger2 = AnimElem = 13
;trigger3 = AnimElem = 17
;trigger4 = AnimElem = 21
;trigger5 = AnimElem = 25
;value = 2,1

[State 1115, 0]
type = PlaySnd
trigger1 = AnimElem = 11
trigger2 = Animelem = 14
trigger3 = Animelem = 17
trigger4 = Animelem = 20
value = 0,15

[State 1115, 1]
type = TargetBind
trigger1 = AnimElem = 1
;time = 115
pos = 57,-1

[State 1115, 2]
type = TargetBind
trigger1 = AnimElem = 5
;time = 3
pos = 54,-5

[State 1115, 3]
type = TargetBind
trigger1 = AnimElem = 6
;time = 3
pos = 51,-10

[State 1115, 4]
type = TargetBind
;time = 3
trigger1 = AnimElem = 7
pos = 48,-15

[State 1115, 5]
type = TargetBind
trigger1 = AnimElem = 8
;time = 3
pos = 45,-20

[State 1115, 6]
type = TargetBind
trigger1 = AnimElem = 9
;time = 1
pos = 45,-20

[State 1115, 7]
type = TargetBind
trigger1 = AnimElem = 18
;time = 3
pos = 45,-20

[State 1115, 8]
type = TargetBind
trigger1 = AnimElem = 24
;time = 3
pos = 45,-20


[State 1115, snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,1
;volume = 40

;[State 1105, snd2]
;type = PlaySnd
;trigger1 = AnimElem = 11
;value = 5,8

[State 1115, damage]
type = TargetLifeAdd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
trigger4 = AnimElem = 22
value = -70

;[State 1105, damage 2]
;type = TargetLifeAdd
;trigger1 = AnimElem = 27
;value = -40

[State 1115, explod]
type = Explod
trigger1 = AnimElem = 10
anim = 1116
pos = 15,-45
postype = P2
scale = .5, .5
sprpriority = 2
ontop = 1
bindtime = 14
ownpal = 1

;[State 1105, explod2]
;type = Explod
;trigger1 = AnimElem = 27
;anim = 7003
;pos = 5,-70
;postype = P2
;sprpriority = 2
;ontop = 1
;bindtime = 14
;ownpal = 1


[State 1115, p2statechange]
type = TargetState
trigger1 = AnimElem = 24
value = 1119

[State 1115, 2]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------
; Soul Steal (P2 state)
[Statedef 1118]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1
anim = 5000

[State 1107, 2]
type = ChangeAnim
trigger1 = time = 28
value = 5001

[State 1118, 2]
type = ChangeAnim2
trigger1 = AnimElem = 25
value = 1119

;-------------------------------------------------------
; Soul Steal (P2 knockdown)
[Statedef 1119]
type    = A
movetype= I
physics = N
velset = 0,0
sprpriority = 1
;
[State 1119, 1]
type = VelAdd
trigger1 = Time >= 0
y = .45

[State 1119, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1119, 3]
type = ChangeAnim
trigger1 = Time = 0
value = 5050

[State 1119, 4]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;-------------------------------------------------------
;Hot Foot
[Statedef 3000]
type = S
movetype= A
physics = S
poweradd= -500
ctrl = 0
velset = 0
anim = 3000

[State 225, 4]
type = BGpalfx
trigger1 = p2life = 0
time=25
add=190,93,200
mul=194,102,203
invertall =1
sinadd=65,120,222,10
ignorehitpause = 1


[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = 0,1 

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0,14

[State 3000, pause]
type = SuperPause
trigger1 = time = 0
;movetime = 50
sound = 20, 0
;time = 50

[State 3000, 2]
type = Projectile
trigger1 = AnimElem = 3
;trigger2 = AnimElem = 7
;trigger3 = AnimElem = 11
;trigger4 = AnimElem = 15
;trigger5 = AnimElem = 19
;trigger6 = AnimElem = 23
;trigger7 = AnimElem = 27
;trigger8 = AnimElem = 31
;trigger9 = AnimElem = 35
;trigger10 = AnimElem = 38
projanim = 5290
projhits = 1
projhitanim = -1
projscale = 2, 1
offset = 0, 0
velocity = 0, 0
; HitDef part of projectile info
attr = S, SP
damage = 200, 50
animtype = heavy
pausetime = 0,40
sparkno = -1
hitsound = 5, 3
guardflag = MA
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -3
air.animtype = Back
air.velocity = 0,10
air.juggle = 0
Palfx.time      = 140
Palfx.add       = 40,-70,-200
Palfx.sinadd    = 40,30,0,10
Palfx.color     = 0
Palfx.invertall = 1
projremove = 0
projremovetime = 206
fall = 1

[State 3000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Super Combo (Kung Fu This Bitch!!!)
[Statedef 3010]
type = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
velset = 0
anim = 3010

[State 225, 4]
type = BGpalfx
trigger1 = p2life = 0
time=25
add=90,93,200
mul=94,102,203
invertall =1
sinadd=65,120,222,10
ignorehitpause = 1


[State 3010, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,6

[State 3010, pause]
type = SuperPause
trigger1 = time = 0
;movetime = 50
sound = 20, 0
;time = 50

[State 3101, Super D]
type = AfterImage
trigger1 = Time = 22
time = 122


[State 3101, Super E]
type = AfterImageTime
trigger1 = AnimElem = 52
time = 120

[State 3010, 2]
type = posadd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
trigger7 = AnimElem = 8
trigger8 = AnimElem = 9
trigger9 = AnimElem = 10
trigger10 = AnimElem = 11
trigger11 = AnimElem = 12
trigger12 = AnimElem = 13
trigger13 = AnimElem = 14
trigger14 = AnimElem = 15
trigger15 = AnimElem = 16
trigger16 = AnimElem = 15
trigger17 = AnimElem = 20
trigger18 = AnimElem = 21
trigger19 = AnimElem = 22
trigger20 = AnimElem = 25
trigger21 = AnimElem = 26
trigger22 = animelem = 27
trigger23 = AnimElem = 55
trigger24 = AnimElem = 56
trigger25 = AnimElem = 57
trigger26 = AnimElem = 58
trigger27 = AnimElem = 59
trigger28 = AnimElem = 60
trigger29 = AnimElem = 61
trigger30 = AnimElem = 62
trigger31 = AnimElem = 63

x= 10

[State 3010, 1]
type = PlaySnd
trigger1 = (AnimElem = 11)&& (movehit = 1)
trigger2 = (AnimElem = 12)&& (movehit = 1)
trigger3 = (AnimElem = 13)&& (movehit = 1)
trigger4 = (AnimElem = 14)&& (movehit = 1)
trigger5 = (AnimElem = 15)&& (movehit = 1)
value = 2,2 


[State 3010, 2]

type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
trigger3 = AnimElem = 23
trigger4 = AnimElem = 28
trigger5 = AnimElem = 32
trigger6 = AnimElem = 33
trigger7 = AnimElem = 39
trigger8 = AnimElem = 47
trigger9 = AnimElem = 58
;trigger11 = AnimElem =
attr = S, NA
damage = 45,15
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 5,10
sparkno=3
sparkxy = -10,-76
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -5
air.velocity = 0,-3
palfx.time = 20
palfx.add = 100,140,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6
fall = 1


[State 3010, 2]

type = HitDef
trigger1 = AnimElem = 63
attr = S, NA
damage = 60, 30
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 13,15
sparkno=s7003
sparkxy = -50,-100
hitsound = s2,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -5
air.velocity = -2,-3 
palfx.time = 20
palfx.add = 100,140,100
palfx.mul = 100,150,300
palfx.sinadd = 40,0,256,6
fall = 1

[State 3010, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

[State 800, 1]

type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
attr = S, NA
animtype = Light
getpower = 30,15
guardflag = MA
hitflag = MAF
pausetime = 7,8
sparkno=0
sparkxy = -10,-76
hitsound = 5,0
guardsound = s0,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
air.velocity = -1.3,-3 
palfx.time = 100
Palfx.add       = 10,100,207
Palfx.sinadd   = 56,56,0,10
Palfx.color     = 0 
Palfx.invertall = 1
p1facing = -1
p2facing = -1
p1stateno = 810
p2stateno = 820
guard.dist = 0
fall = 1

[State 800, 2]
type = ChangeState 
Trigger1 = AnimTime =0
value = 0
ctrl = 1
 ;-----------------------------------------------------------------------

[Statedef 810]
type = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1

[State 810, Width 2-11]
type = Width
trigger1 = AnimElem = 1 ;Animacion que quieres que mueva del air
edge = 10,0

[State 810, Bind 1] ; 
type = TargetBind
trigger1 = AnimElem = 1 ; Animacion que quieres que mueva del air
pos = 30, 0

[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 2    ;  -- Accion para indicar el tirar al enemigo.
value = 821

[State 810, Turn 12]
type = Turn
trigger1 = AnimElem = 90



[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
 
;----------------------------------------------------------------------
[Statedef 820]
type = A
movetype= H : ocioso
physics = N
velset = 0,0

[State 910, 7]
type = LifeAdd
Trigger1 = AnimElem = 5
value = -97

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820
 


[Statedef 821]
type = A
movetype= H
physics = N
velset = 2,-7
poweradd = 40

[State 821, 1]
type = VelAdd
Trigger1 = -1
y = .6


[State 821, 1]
type = posadd
Trigger1 = 5
y = -1
x = 5




[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >=-20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER



[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER


[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 30
value = 5100 ;Hit ground


;---------------------------------------------------------------------------
;Super Blades Of Fury
[Statedef 3020]
type = S
movetype= A
physics = S
poweradd= -500
ctrl = 0
velset = 0
anim = 3020

[State 225, 4]
type = BGpalfx
trigger1 = p2life = 0
time=25
add=120,103,230
mul=134,122,233
invertall =1
sinadd=65,120,222,10
ignorehitpause = 1


;[State 3000, 1]
;type = PlaySnd
;trigger1 = Time = 0
;value = 0,3

[State 3000, pause]
type = SuperPause
trigger1 = time = 0
;movetime = 50
sound = 20, 0
;time = 50

[State 3020, Super D]
type = AfterImage
trigger1 = Time = 1
time = 150


[State 3000, 2]
type = posadd
trigger1 = AnimElem = 14
trigger2 = AnimElem = 15
trigger3 = AnimElem = 16
trigger4 = AnimElem = 17
trigger5 = AnimElem = 18
x=12

[State 3020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 11
trigger3 = AnimElem = 17
trigger4 = AnimElem = 22
trigger5 = AnimElem = 26
trigger6 = AnimElem = 31
trigger7 = Animelem = 43
value = 0,0

[State 3000, 2]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 23
trigger5 = AnimElem = 27
trigger6 = AnimElem = 32
;trigger7 = AnimElem = 42
;trigger8 = AnimElem = 43
;trigger9 = AnimElem = 44
;trigger1 = AnimElem = 15
;trigger2 = AnimElem = 16
;trigger3 = AnimElem = 17
;trigger4 = AnimElem = 18
;trigger5 = AnimElem = 42
;trigger6 = AnimElem = 43
;trigger7 = AnimElem = 44
;trigger8 = AnimElem = 45
;trigger9 = AnimElem = 48
attr = S, NA
damage = 45, 10
animtype = Hard
poweradd= 50,20
guardflag = MA
hitflag = MAF
pausetime = 13,15
sparkno = S7003
sparkxy = -45,-76
hitsound = S2,0
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -1
air.velocity = -2,-8 
palfx.time = 50               ;efectos de personajes
palfx.add = 120,155,150          ;por ejem,cuando se queman
palfx.mul = 100,100,130
palfx.sinadd = 40,150,256,6
fall = 0

[State 3000, 3]
type = HitDef
;trigger1 = AnimElem = 7
;trigger2 = AnimElem = 12
;trigger3 = AnimElem = 18
;trigger4 = AnimElem = 23
;trigger5 = AnimElem = 27
;trigger6 = AnimElem = 32
trigger1 = AnimElem = 42
trigger2 = AnimElem = 43
trigger3 = AnimElem = 44
;trigger1 = AnimElem = 15
;trigger2 = AnimElem = 16
;trigger3 = AnimElem = 17
;trigger4 = AnimElem = 18
;trigger5 = AnimElem = 42
;trigger6 = AnimElem = 43
;trigger7 = AnimElem = 44
;trigger8 = AnimElem = 45
;trigger9 = AnimElem = 48
attr = S, NA
damage = 70,35
animtype = Hard
poweradd= 45,15
guardflag = MA
hitflag = MAF
pausetime = 13,15
sparkno = S7003
sparkxy = -50,-95
hitsound = S2,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = 0
air.velocity = -2,-8
palfx.time = 50               ;efectos de personajes
palfx.add = 120,155,150          ;por ejem,cuando se queman
palfx.mul = 100,100,130
palfx.sinadd = 40,150,256,6
fall = 1


[State 3000, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Long Arm Of The Claw
[Statedef 7004]
type    = S
movetype= A
physics = S
juggle  = 100
poweradd = 20
ctrl = 0
velset = 0,0
anim = 7004

[State 7004, 1]
type = HitDef
trigger1 = AnimElem = 6
;trigger2 = AnimElem = 9
trigger2 = AnimElem = 11
;trigger4 = AnimElem = 13
trigger3 = AnimElem = 15
;trigger6 = AnimElem = 17
trigger4 = AnimElem = 19
;trigger8 = AnimElem = 21
trigger5 = AnimElem = 23
;trigger10 = AnimElem = 25
trigger6 = AnimElem = 27
;trigger12 = AnimElem = 29
attr = S, NA
;hitonce = 1
damage = 80, 30
animtype = Hard
getpower = 30,15
guardflag = MA
hitflag = MAF
pausetime = 3,15
sparkno=S7001
sparkxy = -40,-78
hitsound = s2,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -6
air.velocity = -2,-3
fall = 0


[State 7004, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 10

;[State 210, 2]
;type = PlaySnd
;trigger1 = AnimElem = 4
;value = 0, 8

[State 7004, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1









