[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 0,5
guard.sparkno = 0,20
KO.echo = 0

[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 9
air.back = 12
air.front = 12
z.width = 3
attack.width = 4,4
attack.dist = 160
proj.attack.dist = 90

[Velocity]
walk.fwd  = 2     
walk.back = -1.9     
walk.up   = -1       
walk.down = 1        
run.fwd  = 4.8, 0    
run.back = -5.5,-5 
jump.neu = 0,-7.7    
jump.back = -3,-7.3   
jump.fwd = 3.5,-11.1       
runjump.back = -2.55,-12.1 
runjump.fwd = 5,-13.4      

[Movement]
airjump.num = 1
airjump.height = 35
yaccel = .35
stand.friction = .85
crouch.friction = .82

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

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

;---------------------------------------------------------------------------
; WIN
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; WIN1
[Statedef 181]
type = S
ctrl = 0
anim = 8001
velset = 0,0,0

[State 181, 0]
type = PlaySnd
trigger1 = AnimElem = 7
value = 20,1

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


;---------------------------------------------------------------------------
; INTRO
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 191, 0]
type = PlaySnd
trigger1 = Animelem = 4
value = 7, 2

[State 191, 1]
type = PlaySnd
trigger1 = Time = 130
value = 7, 1

[State 191, 2]
type = PlaySnd
trigger1 = AnimElem = 18
value = 7, 2

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 25
value = 7, 2

[State 191, 4]
type = PlaySnd
trigger1 = Time = 255
value = 0, 0

[State 191, 5]
type = PlaySnd
trigger1 = AnimElem = 36
value = 7, 2

[State 191, 6]
type = PlaySnd
trigger1 = Animelem = 47
value = 0, 1

[State 191, 7]
type = AssertSpecial
trigger1 = Time = [0,378]
flag = intro

[State 191, 8] ;Intro over, set v9 to 1
type = ChangeState 
trigger1 = AnimElem = 50
value = 0
ctrl = 0

;---------------------------------------------------------------------------
; STAND_A
[Statedef 200]
number = 6
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 8
ctrl = 0
anim = 200
velset = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3, 1

[State 200, 2]
type = PlaySnd
trigger1 = Time = 2
value = 12, 0

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 20
priority = 3
guardflag = MA
pausetime = 8,9
sparkxy =  0,-80
hitsound   = S1,1
guardsound = S2,1
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5

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

;---------------------------------------------------------------------------
;FORWARD_A (start)
[Statedef 235]
type = S
movetype = A
physics = S
anim = 235
velset = 0
ctrl = 0

[State 235, 0]
type = PlaySnd
trigger1 = Time = 2
value = 3, 1

[State 235, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 12, 0

[State 235, 4]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
x = 0.2
y = -0.2

[State 235, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
animtype = hard
damage = 10
guardflag = MA
pausetime = 8,9
sparkxy = -10,-83
hitsound = S1,1
guardsound = S2,1
ground.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0
air.velocity = -4,-2
airguard.velocity = -2.5,-1
persistant = 0

[State 235, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 239

;in air
[Statedef 239]
type = A
movetype = A
physics = N
anim = 239

[State 239, 0]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
y = -1
x = 0.55

[State 239, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = 12, 0

[State 239, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype = hard
damage = 10
guardflag = MA
pausetime = 7,18
sparkxy = -10,-83
hitsound = S1,1
guardsound = S1,2
ground.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0
air.velocity = -4,-2
airguard.velocity = -2.5,-1
persistant = 0

[State 239, 2] ;Gravity
type = VelAdd
trigger1 = Time >= 11
y = .25

[State 239, 3] ;Hit ground
type = ChangeState
trigger1 = Velocity Y > 0
trigger1 = Position Y >= -1
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;STAND_B
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
velset = 0,0,0
anim = 210

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3, 2

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 12, 1

[State 210, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage   = 82
animtype = Hard
guardflag = MA
pausetime = 7,7
sparkxy =  -5,-70
hitsound   = S1,3
guardsound = S2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 23
ground.velocity = -3
air.type = Low
air.velocity = -3.1,-3.3
airguard.velocity = -3.5,-2.5

[State 220, 4]
type = VelSet
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
x = 1

[State 220, 0]
type = VelAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
y = -0.22

[State 220, 7]
type = VelAdd
trigger1 = AnimElem = 4
x = 0.9

[State 239, 5] ;Gravity
type = VelAdd
trigger1 = Time >= 30
y = .25

[State 210, 6]
type = ChangeState
;trigger1 = AnimTime = 0
trigger1 = Velocity Y > 0
trigger1 = Position Y >= -1
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;STAND_B_CLOSE
[Statedef 238]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
anim = 238

[State 238, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3,2

[State 238, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 12,1

[State 238, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 72
animtype  = Hard
guardflag = MA
pausetime = 12,12
sparkxy = 0,-50
hitsound   = S1,3
guardsound = s2,2
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -5
air.type = Low
air.velocity = -3.4,-3.5
airguard.velocity = -4,-2.5
;air.fall = 1

[State 238, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;STAND_rollf
[Statedef 222]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 222
velset = 0

[State 222, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3, 4


[State 222, 3]
type = AfterImage
trigger1 = time = 0
length = 5
PalBright   =   0,  0,  0
PalContrast = 120,120,120
PalAdd      =   0,  0,  0
PalMul      = .75,.75,.75
TimeGap  = 5
FrameGap = 1
Time = 25
Trans = Add1

[State 222, 4]
type = VelSet
trigger1 = Time = 0
x = 5

[State 222, 5]
type = VelMul
trigger1 = AnimElem = 8, >= 0
trigger2 = Vel X < -2
x = .85

[State 222, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;STAND_rollb
[Statedef 223]
type    = S
movetype= I
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
anim = 223
velset = 0,0,0

[State 223, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3, 4

[State 223, 2]
type = VelSet
trigger1 = Time = 0
x = -20

[State 223, 3]
type = VelMul
trigger1 = AnimElem = 12, >= 0
trigger2 = Vel X < -2
x = .87

[State 223, 3]
type = AfterImage
trigger1 = time = 0
length = 5
PalBright   =   0,  0,  0
PalContrast = 120,120,120
PalAdd      =   0,  0,  0
PalMul      = .75,.75,.75
TimeGap  = 5
FrameGap = 1
Time = 25
Trans = Add1


[State 223, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;STAND_X
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 8
ctrl = 0
anim = 230
velset = 0

[State 230, 0]
type = PlaySnd
trigger1 = Time = 2
value = 3,1

[State 230, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 12,0

[State 230, 2]
type = HitDef
trigger1 = Time = 3
attr = S, NA
damage    = 23
guardflag = MA
priority = 3
pausetime = 10,10
sparkxy =  -10,-75
hitsound = S1,1
guardsound = S2,1
ground.type = low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4
ground.ctrltime)
air.type = High
air.velocity = -1.3,-1

[State 230, 3]
type = CtrlSet
trigger1 = AnimTime = -1
value = 1

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;STAND_X_CLOSE
[Statedef 236]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 8
ctrl = 0
anim = 236
velset = 0

[State 236, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3,1

[State 236, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 12,0

[State 236, 2]
type = HitDef
trigger1 = Time = 3
attr = S, NA
damage    = 23
guardflag = MA
priority = 3
pausetime = 10,10
sparkxy =  -10,-75
hitsound = S1,1
guardsound = S2,1
ground.type = low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4
ground.ctrltime)
air.type = High
air.velocity = -1.3,-1

[State 236, 3]
type = CtrlSet
trigger1 = AnimTime = -1
value = 1

[State 236, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;STAND_Y
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
anim = 240

[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3,2

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 12,1

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 72
animtype  = Hard
guardflag = MA
pausetime = 12,12
sparkxy = 0,-50
hitsound   = S1,2
guardsound = S2,2
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -6.5
air.type = Low
air.velocity = -3.4,-3.5
airguard.velocity = -4,-2.5
;air.fall = 1

[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;STAND_Y_CLOSE
[Statedef 237]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
anim = 237

[State 237, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3,2

[State 237, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 12,1

[State 237, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 72
animtype  = Hard
guardflag = MA
pausetime = 12,12
sparkxy = 0,-50
hitsound   = S1,2
guardsound = S2,2
ground.type = Low
ground.slidetime = 13
ground.hittime  = 12
ground.velocity = -5
air.type = Low
air.velocity = -3.4,-3.5
airguard.velocity = -4,-2.5
;air.fall = 1

[State 237, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;STAND_kd
[Statedef 250]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 110
velset = 0,0
ctrl = 0
anim = 250

[State 250, 0]
type = PlaySnd
trigger1 = Time = 2
value = 3,3

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 12,1

[State 250, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 100
priority  = 5
hitflag = MAFP
guardflag = MA
animtype  = Back
pausetime = 20,20
sparkxy = -15,-75
hitsound   = S1,4
guardsound = S2,2
ground.type = Trip
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4.5,-4.5
air.velocity = -4.5,-1.5
fall = 1

[State 250, 5]
type = VelSet
Trigger1 = Animelem = 2
x = 8

[State 250, 6]
type = VelSet
Trigger1 = Animelem = 4
x = 0

[State 250, 7]
type = VelMul
trigger1 = Time >= 0
x = 0.85

[State 250, 8]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 250, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 250, 10]
type = MakeDust
trigger1 = AnimElem = 3, >= 2
trigger1 = AnimElem = 6, < 0
trigger1 = Vel X > 1
pos = -15,0
;pos2 = 25,0
spacing = 3

;---------------------------------------------------------------------------
;GOmenNaSAI~
[Statedef 1800]
type = S
movetype = I
physics = S
ctrl = 0
anim = 8000
velset = 0

[State 1800, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2

[State 1800, 1]
type = PlaySnd
trigger1 = AnimElem = 10
value = 0, 3 

[State 1800, 2]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1800, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; CROUCH_A
[Statedef 400]
type    = S
movetype= A
physics = C
juggle  = 5
poweradd= 20
ctrl = 0
anim = 400
velset = 0,0,0

[State 400, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3, 1

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 12, 0

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 23
guardflag = LA
pausetime = 11,11
sparkxy = -10,-24
hitsound   = S1,1
guardsound = S2,1
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4.1
air.type = High
air.velocity = -1.4,-3

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

;---------------------------------------------------------------------------
; CROUCH_B
[Statedef 410]
type    = S
movetype= A
physics = C
juggle  = 5
poweradd= 30
ctrl = 0
anim = 410
velset = 0,0,0

[State 410, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3,2

[State 410, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 12,1

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 82
guardflag = LA
pausetime = 11,12
sparkxy = -10,-24
hitsound   = S1,3
guardsound = S2,2
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 25
guard.hittime = 36
guard.ctrltime = 36
ground.velocity = -2,-4
guard.velocity = -6
air.velocity = -2.4,-3.5
airguard.velocity = -3,-3
fall = 1

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

;---------------------------------------------------------------------------
; CROUCH_X
[Statedef 430]
number = 6
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 12
ctrl = 0
anim = 430

[State 430, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3,1

[State 430, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 12,0

[State 430, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 16
guardflag = MA
pausetime = 9,9
sparkxy = -5,-45
hitsound   = S1,1
guardsound = S2,1
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.type = High
air.velocity = -1.2,-3
guard.velocity = -5

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

;---------------------------------------------------------------------------
; CROUCH_Y
[Statedef 440]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 30
ctrl = 0
anim = 440

[State 440, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3,2

[State 440, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 12,1

[State 440, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 66
animtype = Med
guardflag = MA
pausetime = 7,7
sparkxy = -5,-45
hitsound   = S1,2
guardsound = S2,2
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -9.5;-1.4, -7
air.type = High
air.animtype = Back
air.velocity = -1.6,-6.5;-1.4,-7
airguard.velocity = -2.5, -3.3
;fall = 1

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

;---------------------------------------------------------------------------
;JUMP_A
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 15
ctrl = 0
anim = 600

[State 600, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3,1

[State 600, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 12,0

[State 600, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 27
guardflag = HA
priority = 3
pausetime = 11,11
sparkxy =  -5,-60
hitsound   = S1,1
guardsound = S2,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3,-2.5

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

;---------------------------------------------------------------------------
;JUMP_A (fwd,bd)
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 15
ctrl = 0
anim = 605

[State 605, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3,1

[State 605, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 12,0

[State 605, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 27
guardflag = HA
priority = 3
pausetime = 11,11
sparkxy =  -5,-60
hitsound   = S1,1
guardsound = S2,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3,-2.5

[State 605, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_B
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 610

[State 610, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3,2

[State 610, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 12,1

[State 610, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = Med
damage    = 67
guardflag = HA
pausetime = 12,11
sparkxy = -15,-65
hitsound   = S1,3
guardsound = S2,2
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = High
air.velocity = -3.5,-4.8
guard.velocity = -8

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

;---------------------------------------------------------------------------
;JUMP_B (fwd,bd)
[Statedef 615]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 615

[State 612, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3,2

[State 612, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 12,1

[State 612, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 60
getpower  = 40
givepower = 40
guardflag = HA
priority = 3
pausetime = 15,18
sparkxy = -10,-65
sparkno = 0,5
hitsound   = S1,3
guardsound = S2,2
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = High
air.velocity = -3.5,-4.8
guard.velocity = -8

[State 612, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_X
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 630

[State 630, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3,1

[State 630, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 12,0

[State 630, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 19
guardflag = HA
priority = 3
pausetime = 9,9
sparkxy =  -5,-60
hitsound   = S1,1
guardsound = S2,1
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5

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

;---------------------------------------------------------------------------
;JUMP_X (fwd,bd)
[Statedef 635]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 635

[State 635, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3,1

[State 635, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 12,0

[State 635, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 19
guardflag = HA
priority = 3
pausetime = 9,9
sparkxy =  -5,-60
hitsound   = S1,1
guardsound = S2,1
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5

[State 635, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_Y
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 640

[State 640, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3,2

[State 640, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 12,1

[State 640, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = Med
damage    = 62
guardflag = HA
pausetime = 12,11
sparkxy = -15,-65
hitsound   = S1,2
guardsound = S2,2
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = High
air.velocity = -3.5,-4.8
guard.velocity = -8

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

;---------------------------------------------------------------------------
;JUMP_Y (fwd,bd)
[Statedef 645]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 645

[State 645, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3,2

[State 645, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 12,1

[State 645, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = Med
damage    = 62
guardflag = HA
pausetime = 12,11
sparkxy = -15,-65
hitsound   = S1,2
guardsound = S2,2
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = High
air.velocity = -3.5,-4.8
guard.velocity = -8

[State 645, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_kd
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 5
poweradd= 50
ctrl = 0
anim = 650

[State 650, 1]
type = PlaySnd
trigger1 = Time = 2
value = 3,3

[State 650, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 12,1

[State 650, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage    = 100
guardflag = HA
pausetime = 20,20
sparkxy = 0,-65
hitsound   = S1,4
guardsound = S2,2
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -5.3,-2
air.type = Low
air.velocity = -5.3,-2
guard.velocity = -7
airguard.velocity = -2.5, -3
fall = 1

[State 650, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;PSYCO_BALL_X
[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 1
value = 4,0

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 5, -1
projanim = 1005
projhitanim = 1006
projshadow = 68,68,68
offset = 15, -5
velocity = 3
attr = S, SP
damage   = 68,8
animtype = Medium
guardflag = MA
hitglag = P
pausetime = 0,9
;sparkno = 0,5
sparkxy =  500,500
hitsound   = S1,2
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
palfx.time = 9
palfx.add = 96,96,96
palfx.mul = 292,352,392 

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;PSYCO_BALL_Y
[Statedef 1005]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1000

[State 1005, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = Vel X > 0
x = 0

[State 1005, 1]
type = PlaySnd
trigger1 = Time = 1
value = 4,0

[State 1005, 2]
type = Projectile
trigger1 = AnimElem = 5, -1
projanim = 1005
projhitanim = 1006
projshadow = 68,68,68
offset = 15, -5
velocity = 6
attr = S, SP
damage   = 70,10
animtype = Medium
guardflag = MA
pausetime = 0,9
;sparkno = 0,1
sparkxy =  10,-30
hitsound   = S1,2
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
palfx.time = 9
palfx.add = 96,96,96
palfx.mul = 292,352,392 

[State 1005, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;PSYCHOreflector-heavy
[Statedef 1200]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1200

[State 1200, 0]
type = PlaySnd
trigger1 = Time = 12
value = 7,0

[State 1200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,1

[State 1200, 2]
type = Projectile
trigger1 = Time = 16
projanim = 2220
projhitanim = 2224
projshadow = -1
projremovetime = 25
projpriority = 1
offset = 55,-67
velocity = 0.0001, 0.0001
attr = S, HA
damage   = 32,10
animtype = heavy
guardflag = M
hitflag = MAFDP
pausetime = 20,0
hitsound   = S1,2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6, -4
air.animtype = Back
air.velocity = -6,-4
air.juggle = 3
fall = 1
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1200, 3]
type = Projectile
trigger1 = Time = 17
projanim = 2221
projhitanim = 2224
projshadow = -1
projremovetime = 25
projpriority = 1
offset = 55,-67
velocity = 0.0001, 0.0001
attr = S, HA
damage   = 32,10
animtype = heavy
guardflag = M
hitflag = MAFDP
pausetime = 20,0
hitsound   = S1,2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6, -4
air.animtype = Back
air.velocity = -6,-4
air.juggle = 3
fall = 1
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1200, 4]
type = Projectile
trigger1 = Time = 18
projanim = 2222
projhitanim = 2224
projshadow = -1
projremovetime = 25
projpriority = 1
offset = 55,-67
velocity = 0.0001, 0.0001
attr = S, HA
damage   = 32,10
animtype = heavy
guardflag = M
hitflag = MAFDP
pausetime = 20,0
hitsound   = S1,2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6, -4
air.animtype = Back
air.velocity = -6,-4
air.juggle = 3
fall = 1
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1200, 5]
type = Projectile
trigger1 = Time = 19
projanim = 2223
projhitanim = 2224
projshadow = -1
projremovetime = 25
projpriority = 1
offset = 55,-67
velocity = 0.0001, 0.0001
attr = S, HA
damage   = 32,10
animtype = heavy
guardflag = M
hitflag = MAFDP
pausetime = 20,0
hitsound   = S1,2
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6, -4
air.animtype = Back
air.velocity = -6,-4
air.juggle = 3
fall = 1
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1200, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;PSYCHOSHIELD - Light
[Statedef 1100]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1100

[State 1100, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 7,0

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,1

[State 1100, 2]
type = Projectile
trigger1 = AnimElem = 1
projanim = 2210
projhitanim = 2211
projshadow = -1
projremovetime = 19
projpriority = 1
offset = 43,-72
velocity = 0.0001, 0.0001
attr = S, HA
damage   = 50,10
animtype = heavy
guardflag = M
hitflag = MAFDP
pausetime = 0,10
hitsound   = S1,1
sparkxy = 500,500
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6, -4
air.animtype = Back
air.velocity = -6,-4
air.juggle = 3
fall = 1
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1100, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Psycho Sword(light aIR)
[Statedef 7003]
type = A
physics = N
movetype = A
ctrl = 0
anim = 7000
poweradd = 50
juggle = 15
velset = 0,0 

[State 7003, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,2

[State 7003, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = S, SA
damage = 12, 3
animtype = Med
getpower = 25
givepower = 15
pausetime = 2, 2
guardflag = M
sparkno = 0,7
sparkxy = -8,-47
hitsound = S1,2
guardsound = S2,2
ground.type = Low
ground.slidetime = 10
ground.hittime = 8
ground.velocity = 0, -7
air.velocity = -1.2
persistant = 0

[State 7003, 0]
type = VelSet
trigger1 = Time >= 0
x =0
y =0

[State 7003, 2]
type = ChangeState
trigger1 = Time = 11
value = 7004

;Psycho Sword Light Air(step2)
[Statedef 7004]
type = A
movetype = A
Physics = N
anim = 7001
velset= 0,0

[State 7004, 0]
type = VelSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
x = 0.8

[State 7004, 1]
type = VelSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
y = -3

[State 7004, 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
attr = A, SA
damage = 10, 2
getpower = 30
givepower = 15
guardflag = MA
pausetime = 2,2
sparkxy = 5,-100
sparkno = 0,5
hitsound   = S1,2
guardsound = S2,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 2
ground.velocity = -1,-7.5
air.velocity = -1,-7.5
guard.velocity = -7
persistant = 0
fall = 1

[State 7004, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage = 10, 2
getpower = 30
givepower = 15
guardflag = MA
pausetime = 8,12
sparkxy = 5,-100
sparkno = 0,5
hitsound   = S1,2
guardsound = S2,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 2
ground.velocity = -1,-7.5
air.velocity = -1,-7.5
guard.velocity = -7
persistant = 0
fall = 1

;[State 7001, 5] 
;type = changeAnim
;trigger1 = velocity y > -1
;value = 1040
;persistent = 0

[State 7004, 4] ;Gravity
type = VelAdd
trigger1 = Time >= 26
y = .35

[State 7004, 5] ;Hit ground
type = ChangeState
trigger1 = Velocity Y > 0
trigger1 = Position Y >= -1
value = 7002
;---------------------------------------------------------------------------
;Psycho Sword(heavy aIR)
[Statedef 7005]
type = A
physics = N
movetype = A
ctrl = 0
anim = 7000
poweradd = 50
juggle = 15
velset = 0,0 

[State 7005, 0]
type = VelSet
trigger1 = Time >= 0
x =0
y =0

[State 7005, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,2

[State 7005, 1]
type = Hitdef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 2
attr = S, SA
damage = 20, 5
animtype = Med
getpower = 25
givepower = 15
pausetime = 2, 2
guardflag = M
sparkno = 0,7
sparkxy = -8,-47
hitsound = S1,2
guardsound = S2,2
ground.type = Low
ground.slidetime = 10
ground.hittime = 8
ground.velocity = 0, -7
air.velocity = -1.2
persistant = 0

[State 7005, 2]
type = ChangeState
trigger1 = Time = 11
value = 7006

;Psycho Sword Heavy Air(step2)
[Statedef 7006]
type = A
movetype = A
Physics = N
anim = 7006
velset= 0,0

[State 7006, 0]
type = VelSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
x = 1.3

[State 7006, 1]
type = VelSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
y = -4

[State 7006, 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
attr = A, SA
damage = 15, 3
getpower = 30
givepower = 15
guardflag = MA
pausetime = 2,2
sparkxy = 5,-100
sparkno = 0,5
hitsound   = S1,2
guardsound = S2,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 2
ground.velocity = -1,-7.5
air.velocity = -1,-7.5
guard.velocity = -7
persistant = 0
fall = 1

[State 7006, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = 10, 2
getpower = 30
givepower = 15
guardflag = MA
pausetime = 8,12
sparkxy = 5,-100
sparkno = 0,5
hitsound   = S1,2
guardsound = S2,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 2
ground.velocity = -1,-7.5
air.velocity = -1,-7.5
guard.velocity = -7
persistant = 0
fall = 1

;[State 7001, 5] 
;type = changeAnim
;trigger1 = velocity y > -1
;value = 1040
;persistent = 0

[State 7006, 4] ;Gravity
type = VelAdd
trigger1 = Time >= 16
y = .35
x = 0

[State 7006, 5] ;Hit ground
type = ChangeState
trigger1 = Velocity Y > 0
trigger1 = Position Y >= -1
value = 7002
;---------------------------------------------------------------------------
;Psycho Sword(heavy)
[Statedef 7007]
type = A
physics = S
movetype = A
ctrl = 0
anim = 7000
poweradd = 50
juggle = 15
velset = 0,0 

[State 7007, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,2

[State 7007, 1]
type = Hitdef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 2
attr = S, SA
damage = 20, 5
animtype = Med
getpower = 25
givepower = 15
pausetime = 2, 2
guardflag = M
sparkno = 0,7
sparkxy = -8,-47
hitsound = S1,2
guardsound = S2,2
ground.type = Low
ground.slidetime = 10
ground.hittime = 8
ground.velocity = 0, -7
air.velocity = -1.2
persistant = 0

[State 7007, 2]
type = ChangeState
trigger1 = Time = 11
value = 7008

;Psycho Sword Heavy (step2)
[Statedef 7008]
type = A
movetype = A
Physics = S
anim = 7006
velset= 0,0

[State 7008, 0]
type = VelSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
x = 3

[State 7008, 1]
type = VelSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
y = -3.6

[State 7008, 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
attr = A, SA
damage = 25, 5
getpower = 30
givepower = 15
guardflag = MA
pausetime = 2,2
sparkxy = 5,-100
sparkno = 0,5
hitsound   = S1,2
guardsound = S2,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 2
ground.velocity = 0,-6.5
air.velocity = -1,-7.5
guard.velocity = -7
persistant = 0
fall = 1

[State 7008, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage = 25, 5
getpower = 30
givepower = 15
guardflag = MA
pausetime = 2,2
sparkxy = 5,-100
sparkno = 0,5
hitsound   = S1,2
guardsound = S2,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 2
ground.velocity = -1,-7.5
air.velocity = -1,-7.5
guard.velocity = -7
persistant = 0
fall = 1

;[State 7001, 5] 
;type = changeAnim
;trigger1 = velocity y > -1
;value = 1040
;persistent = 0

[State 7008, 4] ;Gravity
type = VelAdd
trigger1 = Time >= 16
y = .35

[State 7008, 5] ;Hit ground
type = ChangeState
trigger1 = Velocity Y > 0
trigger1 = Position Y >= -1
value = 7002

;------------------------------------------------------------
;Psycho Sword(light)
[Statedef 7000]
type = A
physics = S
movetype = A
ctrl = 0
anim = 7000
poweradd = 50
juggle = 15

[State 7000, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,2

[State 7000, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = S, SA
damage = 10, 4
animtype = Med
getpower = 25
givepower = 15
pausetime = 2, 2
guardflag = M
sparkno = 0,7
sparkxy = -8,-47
hitsound = S1,2
guardsound = S2,2
ground.type = Low
ground.slidetime = 10
ground.hittime = 8
ground.velocity = 0, -5
air.velocity = -1.2
persistant = 0

[State 7000, 2]
type = ChangeState
trigger1 = Time = 11
value = 7001

;Psycho Sword Light (step2)
[Statedef 7001]
type = A
movetype = A
anim = 7001

[State 7001, 0]
type = VelSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
x = 0.8

[State 7001, 1]
type = VelSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
y = -3

[State 7001, 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
attr = A, SA
damage = 20, 4
getpower = 30
givepower = 15
guardflag = MA
pausetime = 2,2
sparkxy = 5,-100
sparkno = 0,5
hitsound   = S1,2
guardsound = S2,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 2
ground.velocity = -1,-4.5
air.velocity = -1,-4.5
guard.velocity = -7
persistant = 0
fall = 1

[State 7001, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage = 20, 4
getpower = 30
givepower = 15
guardflag = MA
pausetime = 8,12
sparkxy = 5,-100
sparkno = 0,5
hitsound   = S1,2
guardsound = S2,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 2
ground.velocity = -1,-7.5
air.velocity = -1,-7.5
guard.velocity = -7
persistant = 0
fall = 1

;[State 7001, 5] 
;type = changeAnim
;trigger1 = velocity y > -1
;value = 1040
;persistent = 0

[State 7001, 4] ;Gravity
type = VelAdd
trigger1 = Time >= 10
y = .35

[State 7001, 5] ;Hit ground
type = ChangeState
trigger1 = Velocity Y > 0
trigger1 = Position Y >= -1
value = 7002

;Psycho Sword (step3)
[Statedef 7002]
type    = A
movetype = A
physics = S
anim = 7002

[State 7002, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 7002, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 7002, 3]
type = ChangeState
trigger1 = time = 8
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;P-arrow Light Start
[Statedef 7105]
type = A
physics = A
movetype = A
anim = 7105
velset = 0,0
ctrl = 0

[State 7105, 0]
type = VelSet
trigger1 = Time >= 0
x =0
y =0

[State 7105, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,3

[State 7105, 2]
type = ChangeState
trigger1 = Time = 13
value = 7100
;---------------------------------------------------------------------------
;P-arrow Heavy Start
[Statedef 7106]
type = A
physics = A
movetype = A
anim = 7105
velset = 0,0
ctrl = 0

[State 7106, 0]
type = VelSet
trigger1 = Time >= 0
x =0
y =0

[State 7106, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,3

[State 7106, 2]
type = ChangeState
trigger1 = Time = 13
value = 7101
;---------------------------------------------------------------------------
;P-arrow Light
[Statedef 7100]
type = A
physics = N
movetype = A
ctrl = 0
anim = 7100
poweradd = 50
juggle = 15
velset = 0,0

;[State 7100, 3]
;type = AfterImage
;trigger1 = time = 0
;length = 5
;PalBright   =   0,  0,  0
;PalContrast = 120,120,120
;PalAdd      = 252,154, 66
;PalMul      = .75,.75,.75
;TimeGap  = 5
;FrameGap = 1
;Time = 25

[State 7100, 0]
type = VelSet
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
x = 5
y = 8

[State 7100, 1]
type = HitDef
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
attr = A, SA
damage = 10, 2
getpower = 30
givepower = 15
guardflag = MA
pausetime = 2,2
sparkxy = 5,-50
sparkno = 0,5
hitsound   = S1,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 2
ground.velocity = -2
air.velocity = -1.8,-7.5
guard.velocity = -7
persistant = 0
palfx.time = 2
palfx.add = 252,110,32
palfx.mul = 292,352,392 

[State 7100, 2]
type = ChangeState
trigger1 = Position Y >= -1
value = 7300
;---------------------------------------------------------------------------
;P-arrow Heavy
[Statedef 7101]
type = A
physics = N
movetype = A
ctrl = 0
anim = 7100
poweradd = 50
juggle = 15
velset = 0,0

;[State 7101, 4]
;type = AfterImage
;trigger1 = time = 0
;length = 5
;PalBright   =   0,  0,  0
;PalContrast = 200,200,200
;PalAdd      = 252,154, 66
;PalMul      = .75,.75,.75
;TimeGap  = 5
;FrameGap = 1
;Time = 25
;[State 7100, 0]
;type = VelSet
;trigger1 = AnimElem = 3
;x = 6
;y = 5

[State 7101, 0]
type = VelSet
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
x = 9
y = 6

[State 7101, 1]
type = HitDef
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
attr = A, SA
damage = 13, 3
getpower = 30
givepower = 15
guardflag = MA
pausetime = 4,4
sparkxy = 5,-50
sparkno = 0,5
hitsound   = S1,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 2
ground.velocity = -5
air.velocity = -1.8,-7.5
guard.velocity = -7
persistant = 0
palfx.time = 2
palfx.add = 252,110,32
palfx.mul = 292,352,392 

[State 7101, 3]
type = VelAdd
trigger1 = time >= 0
y = 0.35

[State 7101, 2]
type = ChangeState
trigger1 = Position Y >= -1
value = 7131

;---------------------------------------------------------------------------
;Arrow Landed
[Statedef 7300]
type    = A
movetype = A
physics = S
anim = 7300

[State 7300, 1]
type = VelSet
trigger1 = Time = 0
x = 5
y = 0

[State 7300, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 7300, 3]
type = ChangeState
trigger1 = Time = 22
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Arrow Landed (heavy)
[Statedef 7131]
type    = A
movetype = A
physics = S
anim = 7131
facep2 = 1
velset = 0,0 

[State 7131, 0]
type = VelAdd
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
x = 1
y = 0

[State 7131, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage    = 20,5
getpower  = 40
givepower = 60
guardflag = MA
pausetime = 4,4
;sparkno = 0,5
sparkxy = 10, 0
hitsound   = S1,2
guardsound = 6,0
ground.type = trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3,-5
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3

[State 7131, 1]
type = HitDef
trigger1 = AnimElem = 12
attr = S, SA
damage    = 30,5
getpower  = 40
givepower = 60
guardflag = MA
pausetime = 8,13
;sparkno = 0,5
sparkxy = -40, -55
hitsound   = S1,4
guardsound = 6,0
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10,-6
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3

[State 7131, 2]
type = PosSet
trigger1 = Time = 0
y = 0

 
[State 7131, 3]
type = ChangeState
trigger1 = Time = 41
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;P-shootX
[Statedef 2500]
type    = A
movetype= A
physics = A
poweradd= 140
anim = 2500

[State 2500, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 2500, 1]
type = VelSet
trigger1 = Time = 0
x = -2
y = -4

;[State 2500, 1]
;type = ChangeAnim
;trigger1 = Time = 0
;value = 2500

[State 2500, 2]
type = PlaySnd
trigger1 = Time = 2
value = 4,4

[State 2500, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 2510
projhitanim = 2511
projshadow = 68,68,68
offset = 25, -65
velocity = 2.5, 2.5
;remvelocity = .5, 0
accel = 0, -0.03
attr = S, SP
damage    = 95,10
getpower  = 40
givepower = 60
guardflag = MA
pausetime = 0,12
;sparkno = 0,5
sparkxy = 10, 0
hitsound   = S1,4
guardsound = 6,0
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -20,-6
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3

[State 2500, 4]
type = CtrlSet
trigger1 = AnimTime = -1
value = 1

[State 2500, 5]
type = ChangeState
trigger1 = Pos Y = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;P-shootY
[Statedef 2501]
type    = A
movetype= A
physics = A
poweradd= 140
anim = 2500

[State 2501, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 2501, 1]
type = VelSet
trigger1 = Time = 0
x = -2
y = -4

;[State 2500, 1]
;type = ChangeAnim
;trigger1 = Time = 0
;value = 2500

[State 2501, 2]
type = PlaySnd
trigger1 = Time = 2
value = 4,4

[State 2501, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 2510
projhitanim = 2511
projshadow = 68,68,68
offset = 25, -65
velocity = 5,5
accel = 0, -0.2
attr = S, SP
damage    = 95,10
getpower  = 40
givepower = 60
guardflag = MA
pausetime = 0,12
;sparkno = 0,5
sparkxy = 10, 0
hitsound   = S1,4
guardsound = 6,0
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -20,-6
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3

[State 2501, 4]
type = CtrlSet
trigger1 = AnimTime = -1
value = 1

[State 2501, 5]
type = ChangeState
trigger1 = Pos Y = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;P-shootz
[Statedef 2502]
type    = A
movetype= A
physics = A
poweradd= -500
anim = 2500

[State 2502, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 2502, 1]
type = VelSet
trigger1 = Time = 0
x = -2
y = -4

;[State 2502, 1]
;type = ChangeAnim
;trigger1 = Time = 0
;value = 2500

[State 2502, 2]
type = PlaySnd
trigger1 = Time = 2
value = 4,4

[State 2502, 3]
type = Projectile
trigger1 = Time = 9
projanim = 2510
projhitanim = 2511
projshadow = 68,68,68
offset = 25, -65
velocity = 5.5, 5.5
accel = 0.2, 0.2
attr = S, HP
damage    = 95,10
getpower  = 40
givepower = 60
guardflag = MA
pausetime = 0,20
;sparkno = 0,5
sparkxy = 10, 0
hitsound   = S1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -20,-6
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
palfx.time = 20
palfx.add = 252,128,195
palfx.mul = 292,352,392 

[State 2502, 4]
type = Projectile
trigger1 = Time = 10
projanim = 2510
projhitanim = 2511
projshadow = 68,68,68
offset = 25, -65
velocity = 5.5, 5.5
accel = 0.2, 0.2
attr = S, HP
damage    = 95,10
getpower  = 40
givepower = 60
guardflag = MA
pausetime = 0,20
sparkxy = 10, 0
hitsound   = S1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -20,-6
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
palfx.time = 20
;palfx.add = 0,40,52 
palfx.add = 252,128,195
palfx.mul = 292,352,392 

[State 2502, 5]
type = CtrlSet
trigger1 = AnimTime = -1
value = 1

[State 2502, 6]
type = ChangeState
trigger1 = Pos Y = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Teleport
[Statedef 2700]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 2700
velset = 0

[State 2700, 0]
type = PlaySnd
trigger1 = Time = 1
value = 4,5

[State 2700, 3]
type = AfterImage
trigger1 = AnimElem = 9
length = 11
PalBright   =  50, 50, 50
PalContrast = 200,200,200
PalAdd      =   0,  0,  0
PalMul      = .75,.75,.75
;FrameGap = 1
Time = 6
;Trans = Add1

[State 2700, 1]
type = VelSet
trigger1 = AnimElem = 9
x = 33

[State 2700, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2701

;Teleport End
[Statedef 2701]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 2701
velset = 0

[State 2701, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Super A
[Statedef 8500]
type = A
physics = S
movetype = A
ctrl = 0
anim = 8500
juggle = 15
poweradd = -1000
velset = 0,0 

[State 85000, 10]
type = SuperPause
trigger1 = Time = 0
time = 60
pos = 17, -93

[State 8500, 11]
type = PlaySnd
trigger1 = Time = 0
value = F20,0

[State 8500, 12]
type = PlaySnd
trigger1 = time = 0
value = 5,0

[State 8500, 13]
type = PlaySnd
trigger1 = time = 30
trigger1 = movehit = 1
value = 5,1

[State 8500, 0]
type = Velset
trigger1 = Animelem = 1
trigger2 = Animelem = 2
trigger3 = Animelem = 3
x = 4

[State 8500, 4]
type = Velset
trigger1 = Animelem = 4
trigger2 = Animelem = 5
trigger3 = Animelem = 6
x = 3

[State 8500, 5]
type = Velset
trigger1 = Animelem = 7
trigger2 = Animelem = 8
trigger3 = Animelem = 9
x = 2

[State 8500, 1]
type = Veladd
trigger1 = Animelem = 1
trigger2 = Animelem = 2
trigger3 = Animelem = 3
trigger4 = Animelem = 4
trigger5 = Animelem = 5
trigger6 = Animelem = 6
trigger7 = Animelem = 7
trigger8 = Animelem = 8
trigger9 = Animelem = 9
trigger10 = Animelem = 10
trigger11 = Animelem = 11
y = -0.95

[State 8500, 6]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = Animelem = 7
trigger7 = Animelem = 8
trigger8 = Animelem = 9
attr = A, HA
damage = 30, 7
getpower = 30
givepower = 15
guardflag = H
pausetime = 7,7
sparkxy = 5,1000
;sparkno = 0,9
hitsound   = S1,2
guardsound = S2,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 2
ground.velocity = -0.8,-5.5
air.velocity = -0.8,-5.5
guard.velocity = -7
persistant = 0
fall = 1

[State 8500, 7]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
hitanim = 8501
damage = 100,15
getpower = 30
givepower = 15
guardflag = H
pausetime = 25,25
sparkxy = 10,1000
;sparkno = 0,9
hitsound   = S1,4
guardsound = S2,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 2
ground.velocity = -0.8,-4.5
air.velocity = -0.8,-4.5
guard.velocity = -7
persistant = 0
fall = 1

[State 8500 ,8]
type = AfterImage
trigger1 = Time = 0
time = 25
;length = 20
;PalBright   =   0,  0,  0
;PalContrast = 120,120,220
;PalAdd      =  10, 10, 25
;PalMul      = .45,.45,.75
;TimeGap  = 1
FrameGap = 4
Trans = Add1

[State 8500, 9]
type = Explod
trigger1 = movehit = 1
trigger1 = AnimElem = 3
trigger2 = movehit = 1
trigger2 = AnimElem = 4
trigger3 = movehit = 1
trigger3 = AnimElem = 5
trigger4 = movehit = 1
trigger4 = AnimElem = 6
trigger5 = movehit = 1
trigger5 = AnimElem = 7
trigger6 = movehit = 1
trigger6 = AnimElem = 8
trigger7 = movehit = 1
trigger7 = AnimElem = 9
trigger8 = movehit = 1
trigger8 = AnimElem = 10
anim = 8501
pos = -5,-73
postype = p2
sprpriority = 2
bindtime = 1

[State 8500, 2] ;Gravity
type = VelAdd
trigger1 = Time >= 10
y = .35

[State 8500, 3] ;Hit ground
type = ChangeState
trigger1 = Velocity Y > 0
trigger1 = Position Y >= -1
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; States that are always checked (use -2) :
;---------------------------------------------------------------------------

[Statedef -2]

[State -2, 1]
type = PlaySnd
triggerall = stateno = 100
trigger1 = anim = 100
trigger1 = Animelem = 3
value = S12,2

