;Pugni A Terra ******************************************************************
[Statedef 2200]
type    = S
movetype= A
physics = S
anim = 2201
poweradd= -2000
sprpriority = 2
velset = 0,0
ctrl = 0

[State 2200, Super A]
type = SuperPause
trigger1 = time = 0
anim = -1
sound = 20, 0

[State 2200, Super D]
type = EnvColor
trigger1 = time = 0
value = 0,0,0
under = 1
time = 30

[State 2200, Super B]
type = Explod
trigger1 = time = 0
anim = F140
postype = p1
pos = -320,-340
bindtime = 1
supermove = 1
sprpriority = -1
ontop = 0
ownpal = 1

[State 2200, Super C]
type = Explod
trigger1 = time = 0
anim = F145
postype = p1
pos = 0,-80
bindtime = 1
supermove = 1
sprpriority = 2
ontop = 1
ownpal = 1

[State 2200, voce harat]
type = PlaySnd
trigger1 =  animelem = 1
value = 7000,2
volume = 200

[State 2200, Super B]
type = AfterImage
trigger1 = AnimElem = 1
trans = add
time = 2

[State 2200, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 0
time = 2

[State 2200, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 2200, run forward sound1]
type = PlaySnd
trigger1 = animelem = 3
value = 900, 1
channel = 10
loop = 1

[State 2200, 1]
type = VelSet
trigger1 = time >= 0
x = 7

[State 2200, 2]
type = ChangeState
trigger1 = p2bodydist x < 25
value = 2202

;---------------------------
[Statedef 2202]
type    = S
movetype= A
physics = S
anim = 2202
sprpriority = 2
ctrl = 0

[State 2201, stop run forward sound1]
type = StopSnd
trigger1 = time = 0
channel = 10

[State 2202, Slide sound]
type = Playsnd
trigger1 = time = 0
value = 901, 2
volume = -50

[State 1120, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1120, Afterimage]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

[State 2202, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
attr = S, SA
damage = 55, 55
getpower = 5,5
hitonce = 1
givepower = 5,5
animtype = hard
guardflag = MA
sparkxy = -10,-75
sparkno = 3
hitsound = s1007, 3
guardsound = 6, 0
pausetime = 0, 0
ground.hittime = 43
ground.type = low
ground.slidetime = 19
ground.velocity = -1, 3
guard.velocity = -4
p2facing = 1
p1stateno = 2212
p2stateno = 2250

[State 2202, 2]
type = VelSet
trigger1 = time = [0,15]
x = 5

[State 2212, 5]
type = Varset
trigger1 = animtime = 0
var(1) = 1

[State 2202, 3]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;-----------------------
[Statedef 2212]
type    = S
movetype= A
physics = S
anim = 2212
sprpriority = 2
ctrl = 0

[State 1020, 4]
type = Width
trigger1 = 1
value = 60,0

[State 2202, 2]
type = VelSet
trigger1 = time = [0,15]
x = 5

[State 2112,1]
type = Envcolor
triggerall = movehit
trigger1 = animelem = 16
trigger2 = animelem = 18
trigger3 = animelem = 23
trigger4 = animelem = 33
trigger5 = animelem = 38
trigger6 = animelem = 43
trigger7 = animelem = 48
trigger8 = animelem = 53
trigger9 = animelem = 58
trigger10 = animelem = 63
trigger11 = animelem = 68
trigger12 = animelem = 13
ignorehitpause = 1
value = 0, 0, 0
time = 1
under = 1
supermove = 1

[State 2112,1]
type = Envcolor
triggerall = movehit
trigger1 = animelem = 17
trigger2 = animelem = 19
trigger3 = animelem = 24
trigger4 = animelem = 34
trigger5 = animelem = 39
trigger6 = animelem = 44
trigger7 = animelem = 49
trigger8 = animelem = 54
trigger9 = animelem = 59
trigger10 = animelem = 64
trigger11 = animelem = 69
trigger12 = animelem = 14
trigger13 = AnimElem = 75
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1
supermove = 1

[State 1120, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1120, Afterimage]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

[State 2212 , 1]
type = HitDef
trigger1 = animelem = 16
trigger2 = animelem = 18
trigger3 = animelem = 23
trigger4 = animelem = 33
trigger5 = animelem = 38
trigger6 = animelem = 43
trigger7 = animelem = 48
trigger8 = animelem = 53
trigger9 = animelem = 58
trigger10 = animelem = 63
trigger11 = animelem = 68
trigger12 = animelem = 13
trigger13 = AnimElem = 76
damage = 25,5
attr = S, SA
getpower  = 0
hitonce = 1
givepower = 0
HitFlag = MAFD
GuardFlag = -1
priority = 6
animtype = Heavy
pausetime = 2,2
sparkno = 10
sparkxy = -30,0
hitsound = S1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0,0
envshake.time = 8
envshake.freq = 7
envshake.ampl = 6
envshake.phase = 5
P2StateNo = 2251

[State 2212, 2]
type = PlaySnd
trigger1 = AnimElem = 75
value = 6030, 1

[State 1120, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1120, Afterimage]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

[State 2212, 3]
type = HitDef
trigger1 = AnimElem = 75
attr = S, SA
damage = 45,15
getpower = 5,5
givepower = 5,5
animtype = up
guardflag = MA
sparkno = 11
sparkxy = -30,0
hitonce = 1
sparkno = 3
hitsound = s1007, 3
guardsound = 6, 0
pausetime = 22, 3
ground.hittime = 43
ground.type = high
ground.slidetime = 19
ground.velocity = -5,-5
air.velocity = -5,-5
p2stateno = 2252
fall = 1
fall.recover = 0
envshake.time = 31

[State 2212, 4];slow down after hit
type = Pause
trigger1 = Var(2) = 1
trigger1 = timemod = 2,0
trigger1 = time <= 58
time = 1
movetime = 0

[State 2212, 5]
type = Varset
trigger1 = time = 0
var(2) = 0

[State 2212, 6]
type = Varset
trigger1 = movehit
trigger1 = time >= 220
var(2) = 1

[State 2212, 7]
type = Explod
trigger1 = movehit
trigger1 = random > 500
trigger1 = p2stateno = [5000, 5030]
pos = -30, -43
random = 70,70
anim = 1205
postype = p2
sprpriority = 5
ignorehitpause = 1
id=2100
ownpal = 1

[State 2212, 8]
type = Explod
trigger1 = movehit
trigger1 = random > 500
trigger1 = p2stateno = [5000, 5030]
pos = -20, -33
random = 70,70
anim = 1205
postype = p2
sprpriority = 5
ignorehitpause = 1
id=2100
ownpal = 1

[State 2212, 9]
type = TargetBind
trigger1 = time = [0,220]
pos = 10,0

[State 2212 , 10]
type = PlayerPush
trigger1 = 1
value = 0

[State 2212, 11]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

[State 3050, Super B]
type = AfterImage
trigger1 = AnimElem = 2
trans = add
time = 2

[State 6500, namevarset]
type = VarSet
v = 1
trigger1 = animelem = 76 && !Var(1)
value = 1

[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 0
time = 2

[State 3050, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 6

;-----------------------
; HIT_LIEDOWN
[Statedef 2250]
type    = S
MoveType = H
Physics = S
VelSet = 0,0
Ctrl = 0

[State 2250 , 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2250

;È÷Æ®Áß
[Statedef 2251]
Type = S
MoveType = H
Physics = S
VelSet = 0,0
Ctrl = 0

[State 6500, namevarset]
type = VarSet
v = 1
trigger1 = !Var(1)
value = 1

[State 2251 , 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2251


;-----------------------
; HIT_LIEDOWN
[Statedef 2252]
type    = S
MoveType = H
Physics = S
VelSet = 0,0
Ctrl = 0

[State 2252 , 1]
type = veladd
trigger1 = time = [0, 23]
x = .2

[State 2252 , 1]
type = velset
trigger1 = time = [0, 16]
x = -7

[State 2252, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = anim != 5100
value = 5101

[State 2252, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = anim != 5101
value = 5100

[State 2252, 1]
type = SelfState
trigger1 = time >= 39
value = 5101


;Cento Pugni ***********************************************************************
[Statedef 3000]
type    = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
velset = 0
anim = 3000

[State 3000, suono]
type = PlaySnd
trigger1 = time = 0
value = 7000,1
volume = 255

[State 3000, Super A]
type = SuperPause
trigger1 = time = 0
anim = -1
sound = 20, 0

[State 3000, Super D]
type = EnvColor
trigger1 = time = 0
value = 0,0,0
under = 1
time = 30

[State 3000, Super B]
type = Explod
trigger1 = time = 0
anim = F140
postype = p1
pos = -320,-340
bindtime = 1
supermove = 1
sprpriority = -1
ontop = 0
ownpal = 1

[State 3000, Super C]
type = Explod
trigger1 = time = 0
anim = F145
postype = p1
pos = 0,-80
bindtime = 1
supermove = 1
sprpriority = 2
ontop = 1
ownpal = 1

[State 3000, Super B]
type = AfterImage
trigger1 = AnimElem = 1
trans = add
time = 2

[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(1) >= 0
time = 2

[State 3000, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 6

[State 3000, 3]
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
attr = S, HA
damage    = 20,5
animtype  = Hard
hitflag = MA
guardflag = MA
pausetime = 9,9
sparkno = 10
sparkxy = -10,-90
hitsound   = S10,2
guardsound = 6,0
ground.type = High
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -1,-4
air.velocity = 0,0

[State 3000, 5]
type = PlaySnd
triggerall = movehit
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
value = 6050,0

[State 3000, 5]
type = PlaySnd
triggerall = movehit = 0
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
value = 900,2

[State 3000, 5]
type = PlaySnd
triggerall = movehit
trigger1 = AnimElem = 15
value = 8,1

[State 3000, 4]
type = HitDef
trigger1 = AnimElem = 15
attr = S, HA
damage    = 80,20
animtype  = up
getpower  = 10
givepower = 8
hitflag = MA
guardflag = MA
pausetime = 9,9
sparkno = 12
sparkxy = -10,-90
hitsound   = S10,2
guardsound = 6,0
ground.type = trip
ground.slidetime = 10
ground.hittime  = 70
ground.velocity = -5,-15
air.velocity = -5,-15
yaccel = 1
fall.damage=30
fall = 1
fall.recover = 0

[State 2112,1]
type = Envcolor
triggerall = movehit
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
ignorehitpause = 1
value = 0, 0, 0
time = 1
under = 1
supermove = 1

[State 2112,1]
type = Envcolor
triggerall = movehit
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
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1
supermove = 1

[State 2112,1]
type = Envcolor
triggerall = movehit
trigger1 = animelem = 15
ignorehitpause = 1
value = 0, 0, 0
time = 10
under = 1
supermove = 1

[State 2112,1]
type = Envcolor
triggerall = movehit
trigger1 = animelem = 15
ignorehitpause = 1
value = 255, 255, 255
time = 10
under = 1
supermove = 1

[State 181, tremor]
type = EnvShake
triggerall = movehit
trigger1 = animelem = 15
persistent = 0
time = 20
ampl = -7
freq = 100
phase = 10

[State 3000, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 990
ctrl = 1

;Shotgun Debole**************************************************************************
[Statedef 3100]
type    = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
velset = 0
anim = 3100

[State 3100, 1]
type = PlaySnd
trigger1 = Time = 2
value = 8,4

[State 3000, Blink]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3

[State 3100, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3110
projid = 3100
offset = 47, -80
velocity = 20, 0
attr = S, HP
damage    = 320, 200
animtype = Light
guardflag = MA
pausetime = 0,9
sparkxy = 10, 0
hitsound   = S10,2
guardsound = 6,0
sparkno = -1
guard.sparkno = -1
fall.recover = 0

[State 3100, sangue]
type = Explod
trigger1 = projhit3100 = 1
anim = F11
pos = -5,-80
postype = p2
ontop = 1
ownpal = 1

[State 3100, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 3100, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 8,3
volume = 255

[State 3100, 5]
type = PlaySnd
trigger1 = AnimElem = 11
value = 6050, 0
volume = 255

[State 3100, 5]
type = PlaySnd
trigger1 = AnimElem = 14
value = 6050, 0
volume = 255

[State 3100, 5]
type = PlaySnd
trigger1 = AnimElem = 11
value = 7000, 4
volume = 255

;Shotgun Forte**************************************************************************
[Statedef 3101]
type    = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
velset = 0
anim = 3101

[State 3101, 1]
type = PlaySnd
trigger1 = Time = 2
value = 8,4

[State 3101, Blink]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3

[State 3100, 2]
type = Projectile
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
projanim = 3110
projid = 3100
offset = 47, -80
velocity = 20, 0
attr = S, SP
damage    = 400,260
animtype = Light
guardflag = MA
pausetime = 9,9
sparkxy = 10, 0
hitsound   = S10,2
guardsound = 6,0
sparkno = -1
guard.sparkno = -1
fall.recover = 0

[State 3101, 2.5]
type = Projectile
trigger1 = AnimElem = 10
projanim = 3110
projid = 3100
offset = 47, -80
velocity = 20, 0
attr = S, SP
damage    = 35, 5
animtype = hard
guardflag = MA
pausetime = 0,9
sparkxy = 10, 0
hitsound   = S10,2
guardsound = 6,0
sparkno = -1
guard.sparkno = -1
ground.type = trip               
ground.slidetime = 5            
ground.hittime  = 2             
ground.velocity = -4             
airguard.velocity = -1.9,-2     
air.type = High                  
air.velocity = -1.4,-3           
air.hittime = 2          
fall = 1

[State 3101, sangue]
type = Explod
trigger1 = projhit3100 = 1
anim = F11
pos = -5,-80
postype = p2
ontop = 1
ownpal = 1

[State 3101, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 3101, 5]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
value = 8,3
volume = 255

[State 3101, 5]
type = PlaySnd
trigger1 = AnimElem = 14
value = 6050, 0
volume = 255

[State 3101, 5]
type = PlaySnd
trigger1 = AnimElem = 17
value = 6050, 0
volume = 255

[State 3101, 5]
type = PlaySnd
trigger1 = AnimElem = 15
value = 7000, 4
volume = 255

[Statedef 3670]
type    = A
movetype= H
physics = N
velset = 0,0

[State 3670, 1]
type = ChangeAnim2
trigger1 = Time >= 0
value = 3670

[State 3670, 2]
type = ForceFeedback
trigger1 = Time = 0
time = 15
waveform = sinesquare
ampl = 135

[State 3670, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 3671

;---------------------------------------------------------------------------
; hit1
[Statedef 3671]
type    = A
movetype= H
physics = N

[State 3671, angle 1]
type = AngleSet
Trigger1 = Time = 0
value = 90

[State 3671, angle 2]
type = AngleDraw
Trigger1 = AnimElem = 3, >= 0
Trigger1 = AnimElem = 4, < 0

[State 3671, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 3671, 3]
type = VelAdd
trigger1 = Time >= 0
y = .4
[State 3671, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3672

;-------------------------------
; second hit
[Statedef 3672]
type    = L
movetype= H
physics = N

[State 3672, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3672

[State 3672, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 3672, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3672, 3]
type = VelMul
trigger1 = Time = 0
x = .75

[State 3672, 4]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = 0, 0
under = 1

[State 3672, 5]
type = PlaySnd
trigger1 = Time = 1
value = F7, 0 ;Hit ground

[State 3672, 5]
type = HitFallDamage
trigger1 = Time = 1

[State 3672, 6]
type = PosFreeze
trigger1 = AnimElem = 2, < 0

[State 3672, 4]
type = VelSet
trigger1 = AnimElem = 2
y = -5

[State 3672, 5]
type = VelAdd
trigger1 = AnimElem = 2, > 0
y = .47

[State 3672, 6]
type = SelfState
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5110 ;HIT_LIE
