;---------------------------------------------------------------------------
; Stand LP
[Statedef 200]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
;anim = 200
facep2 = 1
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = Time = 0
v = 5
value = ifelse(Var(5)=0,1,0)
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 200+(5*Var(5))

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 0
channel = 1
[State 200, 1]
type = PlaySnd
triggerall = Time = 0
trigger1 = PrevStateNo = 200
trigger2 = PrevStateNo != 200
trigger2 = Random > 333
value = S200, 0
channel = 0

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
priority = 4,Hit
damage = Ceil(16*FVar(10)),0
pausetime = 7,8
sparkno = s8000
guard.sparkno = s8100
sparkxy = -56+Floor(P2Dist X*0.75),-60
hitsound = S1,10;S1,0
guardsound = S2,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
guard.slidetime = 8
guard.hittime = 8
air.hittime = 12
;guard.dist = 320
yaccel = 0.5
air.fall = Var(9)
fall.recover = !Var(9)
ground.velocity = -3
guard.velocity = -3
air.velocity = -2,-2 
getpower = 72,36
givepower = 18,9

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 6
movetype = I
[State 0, CtrlSet]
type = CtrlSet
trigger1 = Time = 7
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand MP
[Statedef 210]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 210
facep2 = 1
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 3
value = S0, 1
channel = 1
[State 200, Snd Voice]
type = PlaySnd
trigger1 = Time = 4
trigger1 = Random > 666
value = S210, 0
channel = 0

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = S,NA
hitflag = MAF
guardflag = M
animtype = medium
priority = 5,Hit
damage = Ceil(32*FVar(10)),0
pausetime = 9,10+(2*Var(9))
sparkno = s8025
guard.sparkno = s8100
sparkxy = -56+Floor(P2Dist X*0.75),-60
hitsound = S1,5
guardsound = S2,0 
ground.type = High
ground.slidetime = 17
ground.hittime = 17
guard.slidetime = 15
guard.hittime = 15
air.hittime = 17
;guard.dist = 320
yaccel = 0.5
air.fall = Var(9)
fall.recover = !Var(9)
ground.velocity = -4
guard.velocity = -4
air.velocity = -2.5,-2.5 
getpower = 104,52
givepower = 26,13

[State 0, Explod Blood]
type = Explod
triggerall = !MoveGuarded && !MoveReversed
trigger1 = Var(8) = 1
anim = 8055
ID = 8055
pos = -8,-enemynear,const(size.height)
postype = p2
facing = -1
removetime = -2
pausemovetime = 666
sprpriority = 9
ontop = 1
removeongethit = 0
ignorehitpause = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 7
movetype = I
[State 0, CtrlSet]
type = CtrlSet
trigger1 = Time = 21
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand HP
[Statedef 220]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 220
facep2 = 1
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 6
value = S0, 2
channel = 1
[State 200, Snd Voice]
type = PlaySnd
trigger1 = Time = 6
trigger1 = Random > 400
value = S210, 1
channel = 0

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 6,Hit
damage = Ceil(44*FVar(10)),0
pausetime = 11,12+(3*Var(9))
sparkno = s8010
guard.sparkno = s8105
sparkxy = -56+Floor(P2Dist X*0.75),-68
hitsound = S1,1
guardsound = S2,0 
ground.type = High
ground.slidetime = 22
ground.hittime = 22
guard.slidetime = 20
guard.hittime = 20
air.hittime = 22
yaccel = 0.5
air.fall = Var(9)
fall.recover = !Var(9)
ground.velocity = -6
guard.velocity = -6
air.velocity = -3,-3
getpower = 128,64
givepower = 32,16

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 11
movetype = I

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand f+LP
[Statedef 230]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 230
facep2 = 1
sprpriority = 2

[State 200, Snd Swing]
type = PlaySnd
trigger1 = Time = 12
value = S0, 4
channel = 1
[State 200, Snd Voice]
type = PlaySnd
trigger1 = Time = 14
value = S230, 0
channel = 0

[State 0, VelSet]
type = VelSet
trigger1 = Time = 14
x = 8
[State 0, VelMul]
type = VelMul
trigger1 = Time > 15
x = 0.75

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 11
x = 8

[State 0, HitDef]
type = HitDef
triggerall = !Var(9)
trigger1 = !MoveContact && !MoveReversed
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 6,Hit
damage = Ceil(52*FVar(10)),0
pausetime = 11,12
sparkno = s8010
guard.sparkno = s8105
sparkxy = -56+Floor(P2Dist X*0.75),-68
hitsound = S1,1
guardsound = S2,0 
ground.type = High
ground.slidetime = 22
ground.hittime = 22
guard.slidetime = 18
guard.hittime = 18
air.hittime = 22
yaccel = 0.5
ground.velocity = -8
guard.velocity = -8
air.velocity = -4,-5 
getpower = 128,64
givepower = 32,16

[State 0, HitDef]
type = HitDef
triggerall = Var(9)
trigger1 = !MoveContact && !MoveReversed
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 6,Hit
damage = Ceil(64*FVar(10)),0
pausetime = 11,15
sparkno = s8010
guard.sparkno = s8105
sparkxy = -56+Floor(P2Dist X*0.75),-68
hitsound = S1,1
guardsound = S2,0 
ground.type = High
ground.slidetime = 22
ground.hittime = 22
guard.slidetime = 18
guard.hittime = 18
air.hittime = 22
yaccel = 0.5
fall = 1
fall.recover = 0
ground.velocity = -12,-4
guard.velocity = -8
air.velocity = -12,-3 
getpower = 128,64
givepower = 32,16
p2stateno = 960

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 24
movetype = I

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand LP
[Statedef 300]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 300
facep2 = 1
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 1
channel = 1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
priority = 4,Hit
damage = Ceil(24*FVar(10)),0
pausetime = 7,8
sparkno = s8000
guard.sparkno = s8100
sparkxy = -56+Floor(P2Dist X*0.75),-8
hitsound = S1,2
guardsound = S2,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
guard.slidetime = 10
guard.hittime = 10
air.hittime = 12
;guard.dist = 320
yaccel = 0.5
air.fall = Var(9)
fall.recover = !Var(9)
ground.velocity = -3
guard.velocity = -3
air.velocity = -2,-2 
getpower = 72,36
givepower = 18,9

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 7
movetype = I

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand MK
[Statedef 310]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 310
facep2 = 1
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 2
value = S0, 1
channel = 1
[State 200, Snd Voice]
type = PlaySnd
trigger1 = Time = 3
trigger1 = Random > 666
value = S210, 0
channel = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = !Time
x = 4
[State 0, PosAdd]
type = PosAdd
trigger1 = AnimTime = 0
x = -4

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = S,NA
hitflag = MAF
guardflag = M
animtype = medium
priority = 5,Hit
damage = Ceil(32*FVar(10)),0
pausetime = 9,10+(2*Var(9))
sparkno = s8005
guard.sparkno = s8100
sparkxy = -56+Floor(P2Dist X*0.75),-48
hitsound = S1,2
guardsound = S2,0 
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
guard.slidetime = 12
guard.hittime = 12
air.hittime = 15
;guard.dist = 320
yaccel = 0.5
air.fall = Var(9)
fall.recover = !Var(9)
ground.velocity = -4
guard.velocity = -4
air.velocity = -2.5,-2.5 
getpower = 104,52
givepower = 26,13

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 7
movetype = I
[State 0, CtrlSet]
type = CtrlSet
trigger1 = Time = 22
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand HK
[Statedef 320]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 320
facep2 = 1
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 4
value = S0, 3
channel = 1
[State 200, Snd Voice]
type = PlaySnd
trigger1 = Time = 3
trigger1 = Random > 400
value = S210, 1
channel = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 10
trigger2 = AnimTime = 0
x = 4

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 6,Hit
damage = Ceil(44*FVar(10)),0
pausetime = 11,12+(3*Var(9))
sparkno = s8010
guard.sparkno = s8105
sparkxy = -64+Floor(P2Dist X*0.5),-68
hitsound = S1,3
guardsound = S2,0 
ground.type = Low
ground.slidetime = 22
ground.hittime = 22
guard.slidetime = 20
guard.hittime = 20
air.hittime = 22
yaccel = 0.5
air.fall = Var(9)
fall.recover = !Var(9)
ground.velocity = -6
guard.velocity = -6
air.velocity = -3,-3
getpower = 128,64
givepower = 32,16

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 12
movetype = I

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand f+LK
[Statedef 330]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 330
facep2 = 1
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 12
value = S0, 2
channel = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
x = 14
[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 5
x = 8

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 6,Hit
damage = Ceil(44*FVar(10)),0
pausetime = 11,12+(3*Var(9))
sparkno = s8010
guard.sparkno = s8105
sparkxy = -56+Floor(P2Dist X*0.75),-68
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 22
ground.hittime = 22
guard.slidetime = 18
guard.hittime = 18
air.hittime = 22
yaccel = 0.5
air.fall = Var(9)
fall.recover = !Var(9)
ground.velocity = -8
guard.velocity = -8
air.velocity = -4,-3 
getpower = 128,64
givepower = 32,16

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 16
movetype = I

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouch LP
[Statedef 400]
type    = C
movetype= A
physics = C
velset = 0,0
ctrl = 0
anim = 400
facep2 = 1
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 2
value = S0, 0
channel = 1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = C,NA
hitflag = MAF
guardflag = M
animtype = light
priority = 4,Hit
damage = Ceil(16*FVar(10)),0
pausetime = 7,8
sparkno = s8000
guard.sparkno = s8100
sparkxy = -56+Floor(P2Dist X*0.75),-32
hitsound = S1,0
guardsound = S2,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
guard.slidetime = 8
guard.hittime = 8
air.hittime = 12
;guard.dist = 320
yaccel = 0.5
air.fall = Var(9)
fall.recover = !Var(9)
ground.velocity = -3
guard.velocity = -3
air.velocity = -2,-2 
getpower = 72,36
givepower = 18,9

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 8
movetype = I
[State 0, CtrlSet]
type = CtrlSet
trigger1 = Time = 9
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch MP
[Statedef 410]
type    = C
movetype= A
physics = C
velset = 0,0
ctrl = 0
anim = 410
facep2 = 1
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 1
channel = 1
[State 200, Snd Voice]
type = PlaySnd
trigger1 = Time = 3
trigger1 = Random > 666
value = S210, 0
channel = 0

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = C,NA
hitflag = MAF
guardflag = M
animtype = medium
priority = 5,Hit
damage = Ceil(32*FVar(10)),0
pausetime = 9,10+(2*Var(9))
sparkno = s8025
guard.sparkno = s8100
sparkxy = -56+Floor(P2Dist X*0.75),-72
hitsound = S1,5
guardsound = S2,0 
ground.type = High
ground.slidetime = 17
ground.hittime = 17
guard.slidetime = 15
guard.hittime = 15
air.hittime = 17
;guard.dist = 320
yaccel = 0.5
air.fall = Var(9)
fall.recover = !Var(9)
ground.velocity = -4
guard.velocity = -4
air.velocity = -2.5,-2.5
getpower = 104,52
givepower = 26,13

[State 0, Explod Blood]
type = Explod
triggerall = !MoveGuarded && !MoveReversed
trigger1 = Var(8) = 1
anim = 8055
ID = 8055
pos = -8,-enemynear,const(size.height)
postype = p2
facing = -1
removetime = -2
pausemovetime = 666
sprpriority = 9
ontop = 1
removeongethit = 0
ignorehitpause = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 8
movetype = I
[State 0, CtrlSet]
type = CtrlSet
trigger1 = Time = 21
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch HP
[Statedef 420]
type    = C
movetype= A
physics = C
velset = 0,0
ctrl = 0
anim = 420
facep2 = 1
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 2
value = S0, 4
channel = 1
[State 200, Snd Voice]
type = PlaySnd
trigger1 = Time = 6
trigger1 = Random > 333
value = S210, 1
channel = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 2
value = ,NA,SA,HA,NP,SP,HP
time = 1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = C,NA
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 6,Hit
damage = Ceil(48*FVar(10)),0
pausetime = 11,12+(3*Var(9))
sparkno = s8010
guard.sparkno = s8105
sparkxy = -48+Floor(P2Dist X*0.75),ifelse(AnimElemNo(0)=2,-40,-88)
hitsound = S1,1
guardsound = S2,0 
ground.type = High
ground.slidetime = 20
ground.hittime = 20
guard.slidetime = 16
guard.hittime = 16
air.hittime = 26
yaccel = ifelse(Var(9),0.4,0.5)
fall = Var(9)
fall.recover = !Var(9)
ground.velocity = ifelse(Var(9),-1,-6),ifelse(Var(9),-7,0)
guard.velocity = -6
air.velocity = ifelse(Var(9),-1,-3),ifelse(Var(9),-6,-3)
getpower = 128,64
givepower = 32,16

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 8
movetype = I
[State 0, CtrlSet]
type = ChangeState
trigger1 = MoveHit && !MoveReversed
trigger1 = Command = "up" || command = "holdup"
trigger1 = Var(10) = StateNo
value = 40
ctrl = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch LK
[Statedef 500]
type    = C
movetype= A
physics = C
velset = 0,0
ctrl = 0
anim = 500
facep2 = 1
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 2
value = S0, 1
channel = 1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = C,NA
hitflag = MAF
guardflag = L
animtype = light
priority = 4,Hit
damage = Ceil(16*FVar(10)),0
pausetime = 7,8
sparkno = s8000
guard.sparkno = s8100
sparkxy = -56+Floor(P2Dist X*0.75),-16
hitsound = S1,2
guardsound = S2,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
guard.slidetime = 8
guard.hittime = 8
air.hittime = 12
;guard.dist = 320
yaccel = 0.5
air.fall = Var(9)
fall.recover = !Var(9)
ground.velocity = -3
guard.velocity = -3
air.velocity = -2,-2 
getpower = 72,36
givepower = 18,9

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 8
movetype = I
[State 0, CtrlSet]
type = CtrlSet
trigger1 = Time = 10
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch MK
[Statedef 510]
type    = C
movetype= A
physics = C
velset = 0,0
ctrl = 0
anim = 510
facep2 = 1
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 3
value = S0, 3
channel = 1
[State 200, Snd Voice]
type = PlaySnd
trigger1 = Time = 3
trigger1 = Random > 666
value = S210, 0
channel = 0

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = C,NA
hitflag = MAF
guardflag = M
animtype = medium
priority = 5,Hit
damage = Ceil(32*FVar(10)),0
pausetime = 9,10+(2*Var(9))
sparkno = s8005
guard.sparkno = s8100
sparkxy = -56+Floor(P2Dist X*0.75),-8
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 16
ground.hittime = 16
guard.slidetime = 13
guard.hittime = 13
air.hittime = 16
;guard.dist = 320
yaccel = 0.5
air.fall = Var(9)
fall.recover = !Var(9)
ground.velocity = -4
guard.velocity = -4
air.velocity = -2.5,-2 
getpower = 104,52
givepower = 26,13

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 12
movetype = I

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch HK
[Statedef 520]
type    = C
movetype= A
physics = C
velset = 0,0
ctrl = 0
anim = 520
facep2 = 1
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 4
channel = 1
[State 200, Snd Voice]
type = PlaySnd
trigger1 = Time = 3
trigger1 = Random > 250
value = S210, 1
channel = 0

[State 505, PosAdd]
type = PosAdd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 11
x = 8

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = C,NA
hitflag = MAF
guardflag = L
animtype = Heavy
priority = 6,Hit
damage = Ceil(48*FVar(10)),0
pausetime = 11,12+(3*Var(9))
sparkno = s8010
guard.sparkno = s8105
sparkxy = -64+Floor(P2Dist X*0.75),-48
hitsound = S1,4
guardsound = S2,0 
ground.type = Trip
ground.slidetime = 22
ground.hittime = 22
guard.slidetime = 20
guard.hittime = 20
air.hittime = 22
yaccel = 0.4
ground.velocity = -2.5,-3.5
guard.velocity = -6
air.velocity = -2,-2 
fall = 1
fall.recover = 0
getpower = 128,64
givepower = 32,16

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 12
movetype = I
[State 0, CtrlSet]
type = CtrlSet
trigger1 = Time = 31
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Air LP
[Statedef 600]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 600
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 2
value = S0, 1
channel = 1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,NA
hitflag = MAF
guardflag = H
animtype = light
priority = 4,Hit
damage = Ceil(12*FVar(10)),0
pausetime = 7,8
sparkno = s8000
guard.sparkno = s8100
sparkxy = -56+Floor(P2Dist X*0.75),-64+Floor(P2Dist Y*0.5)
hitsound = S1,0
guardsound = S2,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
guard.slidetime = 8
guard.hittime = 8
air.hittime = 12
;guard.dist = 320
yaccel = 0.5
air.fall = Var(9)
fall.recover = !Var(9)
ground.velocity = -3
guard.velocity = -3
air.velocity = -2,-2.5
getpower = 72,36
givepower = 18,9

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 13
movetype = I

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim != 41
trigger1 = AnimTime = 0
value = 41
elem = 6

;---------------------------------------------------------------------------
; Air MP
[Statedef 610]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 610
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 3
value = S0, 2
channel = 1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,NA
hitflag = MAF
guardflag = H
animtype = medium
priority = 5,Hit
damage = Ceil(28*FVar(10)),0
pausetime = 9,10+(2*Var(9))
sparkno = s8005
guard.sparkno = s8100
sparkxy = -56+Floor(P2Dist X*0.75),-64+Floor(P2Dist Y*0.5)
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 15
ground.hittime = 15
guard.slidetime = 11
guard.hittime = 11
air.hittime = 15
;guard.dist = 320
yaccel = 0.5
air.fall = Var(9)
fall.recover = !Var(9)
ground.velocity = -4
guard.velocity = -4
air.velocity = -2.5,-3
getpower = 104,52
givepower = 26,13

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 10
movetype = I

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim != 41
trigger1 = AnimTime = 0
value = 41
elem = 6

;---------------------------------------------------------------------------
; Air HP
[Statedef 620]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 620
sprpriority = 2

[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = 620
trigger1 = AnimElemNo(0) = 6
value = 310
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = 620
trigger1 = AnimElemNo(0) = 7
value = 260
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = 620
trigger1 = AnimElemNo(0) = 8
value = 220
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = 620
trigger1 = AnimElemNo(0) = 9
value = 180
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = 620
trigger1 = AnimElemNo(0) = 10
value = 150
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = 620
trigger1 = AnimElemNo(0) = 11
value = 120
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = 620
trigger1 = AnimElemNo(0) = 12
value = 100
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = 620
trigger1 = AnimElemNo(0) = 13
value = 80
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = 620
trigger1 = AnimElemNo(0) = 14
value = 65
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = 620
trigger1 = AnimElemNo(0) = 15
value = 50
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = 620
trigger1 = AnimElemNo(0) = 16
value = 40
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = 620
trigger1 = AnimElemNo(0) = 17
value = 30
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = 620
trigger1 = AnimElemNo(0) = 18
value = 25
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = 620
trigger1 = AnimElemNo(0) = 19
value = 20
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = 620
trigger1 = AnimElemNo(0) = 20
value = 15
ignorehitpause = 1
[State 0, AngleSet]
type = AngleSet
trigger1 = Anim != 620
trigger2 = Pos Y + Vel Y >= 0
value = 0
ignorehitpause = 1

[State 0, Offset]
type = Offset
triggerall = Anim = 620
triggerall = (Pos Y + Vel Y < 0 || MoveHit = 1)
trigger1 = AnimElemNo(0) >= 5
y = -70
ignorehitpause = 1

;[State 0, AfterImage]
;type = AfterImage
;trigger1 = AnimElem = 5
;time = 12
;length = 3
;palbright = 0,0,0
;palcontrast = 255,255,255
;paladd = -32,0,0
;palmul = 1,1,1
;timegap = 1
;framegap = 1

[State 0, Helper]
type = Helper
trigger1 = !Time
name = "AfterIori"
ID = 621
stateno = 621
pos = 0,0
postype = p1
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 5
value = S0, 4
channel = 1
[State 200, Snd Voice]
type = PlaySnd
trigger1 = Time = 2
value = S620, 0
channel = 0

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,NA
hitflag = MAF
guardflag = H
animtype = Heavy
priority = 6,Hit
damage = Ceil(40*FVar(10)),0
pausetime = 11,12+(3*Var(9))
sparkno = s8010
guard.sparkno = s8105
sparkxy = -48+Floor(P2Dist X*0.75),-64+Floor(P2Dist Y*0.5)
hitsound = S1,1
guardsound = S2,0 
ground.type = High
ground.slidetime = 16
ground.hittime = 16
guard.slidetime = 11
guard.hittime = 11
air.hittime = 16
yaccel = 0.5
air.fall = 1
fall.recover = 0
ground.velocity = -6
guard.velocity = -6
air.velocity = -3,-3.5 
getpower = 128,64
givepower = 32,16

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 12
movetype = I

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim != 41
trigger1 = AnimTime = 0
value = 41
elem = 6

;---------------------------------------------------------------------------
; H - AfterImage
[Statedef 621]
type    = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 666

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Parent,MoveContact = 1 
flag = invisible

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 15
pos = 0,-70

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Parent,AnimElemNo(0) = 5
value = 621

[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,AnimElemNo(0) = 5
value = 35
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,AnimElemNo(0) = 6
value = 335
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,AnimElemNo(0) = 7
value = 285
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,AnimElemNo(0) = 8
value = 240
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,AnimElemNo(0) = 9
value = 200
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,AnimElemNo(0) = 10
value = 165
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,AnimElemNo(0) = 11
value = 135
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Parent,Time = 15 || Parent,AnimElemNo(0) = 12
trigger2 = Parent,StateNo != 620 && Parent,StateNo != 2400 
trigger3 = Parent,Anim != 620
ignorehitpause = 1

;---------------------------------------------------------------------------
; Air LK
[Statedef 700]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 700
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 3
value = S0, 1
channel = 1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,NA
hitflag = MAF
guardflag = H
animtype = light
priority = 4,Hit
damage = Ceil(12*FVar(10)),0
pausetime = 7,8
sparkno = s8000
guard.sparkno = s8100
sparkxy = -56+Floor(P2Dist X*0.75),-64+Floor(P2Dist Y*0.5)
hitsound = S1,2
guardsound = S2,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
guard.slidetime = 8
guard.hittime = 8
air.hittime = 12
;guard.dist = 320
yaccel = 0.5
air.fall = Var(9)
fall.recover = !Var(9)
ground.velocity = -3
guard.velocity = -3
air.velocity = -2,-2.5
getpower = 72,36
givepower = 18,9

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 17
movetype = I

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim != 41
trigger1 = AnimTime = 0
value = 41
elem = 6

;---------------------------------------------------------------------------
; Air MK
[Statedef 710]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 710
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 4
value = S0, 1
channel = 1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,NA
hitflag = MAF
guardflag = H
animtype = medium
priority = 5,Hit
damage = Ceil(28*FVar(10)),0
pausetime = 9,10+(2*Var(9))
sparkno = s8005
guard.sparkno = s8100
sparkxy = -56+Floor(P2Dist X*0.75),-64+Floor(P2Dist Y*0.5)
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 14
ground.hittime = 14
guard.slidetime = 10
guard.hittime = 10
air.hittime = 14
;guard.dist = 320
yaccel = 0.5
air.fall = Var(9)
fall.recover = !Var(9)
ground.velocity = -4
guard.velocity = -4
air.velocity = -2.5,-3
getpower = 104,52
givepower = 26,13

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 10
movetype = I

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim != 41
trigger1 = AnimTime = 0
value = 41
elem = 6

;---------------------------------------------------------------------------
; Air HK
[Statedef 720]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 720
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 4
value = S0, 4
channel = 1
[State 200, Snd Voice]
type = PlaySnd
trigger1 = Time = 2
value = S720, 0
channel = 0

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,NA
hitflag = MAF
guardflag = H
animtype = heavy
priority = 5,Hit
damage = Ceil(40*FVar(10)),0
pausetime = 9,10+(3*Var(9))
sparkno = s8010
guard.sparkno = s8100
sparkxy = -56+Floor(P2Dist X*0.75),-64+Floor(P2Dist Y*0.5)
hitsound = S1,3
guardsound = S2,0 
ground.type = Low
ground.slidetime = 14
ground.hittime = 14
guard.slidetime = 10
guard.hittime = 10
air.hittime = 16
yaccel = 0.5
air.fall = 1
fall.recover = 0
ground.velocity = -6
guard.velocity = -6
air.velocity = -3,-3.5
getpower = 128,64
givepower = 32,16

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 12
movetype = I

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim != 41
trigger1 = AnimTime = 0
value = 41
elem = 6

;---------------------------------------------------------------------------
; Air d+MK
[Statedef 730]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 730
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 4
value = S0, 1
channel = 1

[State 0, HitDef]
type = HitDef
trigger1 = Time%2 = 0
attr = A,NA
hitflag = MAF
guardflag = H
animtype = medium
priority = 5,Hit
damage = Ceil(24/(UniqHitCount+1)*FVar(10)),0
pausetime = 5,5+(1*Var(9))
sparkno = s8005
guard.sparkno = s8100
sparkxy = -56+Floor(P2Dist X*0.75),-64+Floor(P2Dist Y*0.5)
hitsound = S1,6
guardsound = S2,0 
ground.type = High
ground.slidetime = 15
ground.hittime = 15
guard.slidetime = 11
guard.hittime = 11
air.hittime = 15
;guard.dist = 320
yaccel = 0.5
air.fall = Var(9)
fall.recover = !Var(9)
ground.velocity = -4
guard.velocity = -4
air.velocity = -2,-3
getpower = 104,52
givepower = 26,13

;--------------------------------------------
; Throw HP A
[Statedef 800]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 800
facep2 = 1

[State 900, Grab Attempt]
type = HitDef
trigger1 = !Time
attr = S, NT
hitflag = M-
priority = 3, Miss
p2facing = 1
sparkno = -1
guard.sparkno = -1
p1stateno = 810
p2stateno = 820

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

;----------------------------------------------------------------------
; Throw HP S1
[Statedef 810]
type = S
movetype = A
physics = N
anim = 810
sprpriority = -1
velset = 0,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 74
value = 5040

[State 0, Snd Snatch]
type = PlaySnd
trigger1 = Time = 1
value = S5,14
[State 0, Snd Voice]
type = PlaySnd
trigger1 = Time = 6
value = S810,random%3
channel = 0
[State 0, Snd Buildup]
type = PlaySnd
trigger1 = Time = 1
value = S811,1
channel = 1
[State 0, Snd Exp1]
type = PlaySnd
trigger1 = Time = 72
value = S5,17
channel = 1
[State 0, Snd Exp2]
type = PlaySnd
trigger1 = Time = 74
value = S5,16
[State 0, Snd Heart]
type = PlaySnd
trigger1 = Time = 76
value = S811,0

[State 0, VelSet]
type = VelSet
trigger1 = Time = 74
x = -8
y = -5
[State 0, VelAdd]
type = VelAdd
trigger1 = Time > 74
y = 0.4
[State 0, VelMul]
type = VelMul
trigger1 = Time > 74
x = 0.95

[State 0, Explod GrabSpark]
type = Explod
trigger1 = Time = 1
anim = 8150
ID = 8150
pos = 28,-80
postype = p1
removetime = -2
pausemovetime = 666
supermovetime = 666
sprpriority = 9
ontop = 1
ownpal = 1
[State 0, Explod Overlay]
type = Explod
trigger1 = !Time
anim = 811
ID = 810
pos = 0,0
postype = p1
bindtime = 74
removetime = 74
scale = 1,1
sprpriority = 3
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 = Time%3 = 0 && (Time = [16,64])
anim = 815
ID = 810
pos = 8+Random%16,-96-random%16
postype = p1
vel = 0.1*(-30+random%61),0.1*(-15-random%21)
accel = 0,0.1
removetime = -2
scale = 0.1,0.1
sprpriority = 3
ownpal = 1

[State 0, Explod DustL]
type = Explod
trigger1 = Time = 74
anim = 8255
ID = 8255
pos = -8,0
postype = p1
removetime = -2
sprpriority = 3
ownpal = 1
[State 0, Explod DustR]
type = Explod
trigger1 = Time = 74
anim = 8255
ID = 8255
pos = 24,0
facing = -1
postype = p1
removetime = -2
sprpriority = 3
ownpal = 1
[State 0, Explod Ring]
type = Explod
trigger1 = Time = 74
anim = 8200
ID = 8200
pos = 8,0
facing = -1
postype = p1
removetime = -2
sprpriority = 3
ownpal = 1
[State 0, Explod Exp1]
type = Explod
trigger1 = Time = 74
anim = 817
ID = 817
pos = 8,-64
facing = -1
postype = p1
removetime = -2
sprpriority = 3
ownpal = 1
[State 0, Explod Exp2]
type = Explod
trigger1 = Time = 74
anim = 818
ID = 818
pos = 8,-64
facing = -1
postype = p1
removetime = -2
sprpriority = 3
ownpal = 1
[State 0, Explod Large]
type = Explod
trigger1 = Time = 74
anim = 816
ID = 816
pos = 8,-32
vel = 0,-5
accel = 0,0.105
postype = p1
removetime = -2
sprpriority = 4
ownpal = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 74
id = 810

[State 0, TargetBind]
type = TargetBind
trigger1 = !Time
time = 7
pos = 20,0
[State 0, TargetBind]
type = TargetBind
trigger1 = Time = 7
time = 64
pos = 21,-64
[State 0, TargetBind]
type = TargetBind
trigger1 = Time = 74
time = 1
pos = 24,0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 74
value = -136

[State 0, BGPalFX]
type = BGPalFX
trigger1 = Time = 72
time = 2
add = 255,255,255
[State 0, PalFX]
type = PalFX
trigger1 = Time = 72
time = 2
add = -128,-128,-128
;mul = 0,0,0
invertall = 1
color = 0

[State 0, TargetState]
type = TargetState
trigger1 = Time = 74
value = 821
[State 0, ChangeState]
type = ChangeState
triggerall = Anim = 5040
trigger1 = Pos Y + Vel Y > 0
value = 52

;----------------------------------------------------------------------
; Throw HP V1
[Statedef 820]
type = A
movetype = H
physics = N
facep2 = 1
velset = 0,0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 0
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 7
value = 820
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 31
value = 821
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 57
value = 822

[State 0, Offset]
type = Offset
trigger1 = Time = [40,72]
x = ifelse(Random<500,-Random%Floor(.00003*Time**3),Random%Floor(.00003*Time**3))
y = ifelse(Random<500,-Random%Floor(.00003*Time**3),Random%Floor(.00003*Time**3))

[State 0, PalFX]
type = PalFX
trigger1 = Time = [40,71]
time = 1
add = Floor((Time**3)*0.0006),Floor((Time**3)*0.0006),Floor((Time**3)*0.0006)
mul = 256,256,256
[State 0, PalFX]
type = PalFX
trigger1 = Time = 72
time = 2
add = -128,-128,-128
;mul = 0,0,0
invertall = 1
color = 0

;----------------------------------------------------------------------
; Throw HP V2
[Statedef 821]
type = A
movetype = H
physics = N
velset = -4,-6

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = !Time
value = 823
;[State 0, ChangeAnim]
;type = ChangeAnim
;trigger1 = AnimExist(5052)
;trigger1 = !Time
;value = 5052
;[State 0, ChangeAnim]
;type = ChangeAnim
;trigger1 = AnimExist(5062)
;trigger1 = Anim != 5062 && Vel Y > 0
;value = 5062

[State 0, EnvShake]
type = EnvShake
trigger1 = Time = [0,24] 
time = 4
freq = 120
ampl = -24+(Time)
phase = 120+(Time%2*120)

[State 0, VelAdd]
type = VelAdd
trigger1 = Time < 12
y = 0.3
[State 0, VelAdd]
type = VelAdd
trigger1 = Time >= 12
y = 0.5
[State 0, VelMul]
type = VelMul
trigger1 = Time >= 12 
x = 0.95

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

;--------------------------------------------
; Throw HK A
[Statedef 900]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 800
facep2 = 1

[State 900, Grab Attempt]
type = HitDef
trigger1 = !Time
attr = S, NT
hitflag = M-
priority = 3, Miss
p2facing = 1
sparkno = -1
guard.sparkno = -1
p1stateno = 910
p2stateno = 920

[State 0, ChangeState]
type = ChangeState
trigger1 = Time = 1
value = 320

;----------------------------------------------------------------------
; Throw HK S1
[Statedef 910]
type = S
movetype = A
physics = N
anim = 900
sprpriority = -1
velset = 0,0

[State 0, Width]
type = Width
trigger1 = Time <= 6
edge = 8*Time,16*Time

[State 0, ChangeAnim Loop]
type = ChangeAnim
trigger1 = Anim = 900
trigger1 = AnimTime = 0
value = 901
[State 0, ChangeAnim End]
type = ChangeAnim
triggerall = Time = 68
trigger1 = Anim = 901
value = 902

[State 0, PosAdd]
type = PosAdd
trigger1 = !Time
x = 12
[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger1 = Anim = 902
x = -12
[State 0, PosAdd]
type = PosAdd
trigger1 = AnimTime = 0
trigger1 = Anim = 902
x = -17

[State 0, Explod GrabSpark]
type = Explod
trigger1 = Time = 1
anim = 8150
ID = 8150
pos = 28,-80
postype = p1
removetime = -2
pausemovetime = 666
supermovetime = 666
sprpriority = 9
ontop = 1
ownpal = 1
[State 0, Explod Slam FL]
type = Explod
trigger1 = Anim = 900
trigger1 = AnimElem = 3
trigger2 = Anim = 901
trigger2 = AnimElem = 8
anim = 920
ID = 8210
pos = -96,0
postype = p1
bindtime = 666
removetime = -2
sprpriority = 3
ownpal = 1
[State 0, Explod Slam BL]
type = Explod
trigger1 = Anim = 900
trigger1 = AnimElem = 3
trigger2 = Anim = 901
trigger2 = AnimElem = 8
anim = 921
ID = 8215
pos = -96,0
postype = p1
bindtime = 666
removetime = -2
sprpriority = -3
ownpal = 1
[State 0, Explod Slam FR]
type = Explod
trigger1 = Anim = 901
trigger1 = AnimElem = 4
anim = 920
ID = 8210
pos = 64,0
postype = p1
bindtime = 666
removetime = -2
sprpriority = 3
ownpal = 1
[State 0, Explod Slam BR]
type = Explod
trigger1 = Anim = 901
trigger1 = AnimElem = 4
anim = 921
ID = 8215
pos = 64,0
postype = p1
bindtime = 666
removetime = -2
sprpriority = -3
ownpal = 1

[State 0, Snd Snatch]
type = PlaySnd
trigger1 = Time = 1
value = S5,14
[State 0, PlaySnd Swing]
type = PlaySnd
trigger1 = Anim = 900
trigger1 = AnimElem = 2
trigger2 = Anim = 901
trigger2 = AnimElem = 1
trigger3 = Anim = 901
trigger3 = AnimElem = 5
value = S0,4
channel = 1
[State 0, PlaySnd Slam]
type = PlaySnd
trigger1 = Anim = 900
trigger1 = AnimElem = 3
trigger2 = Anim = 901
trigger2 = AnimElem = 4
trigger3 = Anim = 901
trigger3 = AnimElem = 8
value = S1,4
[State 0, Snd Voice]
type = PlaySnd
trigger1 = Anim = 902
trigger1 = AnimElem = 4
value = S900,0
channel = 0

[State 0, HitAdd]
type = HitAdd
trigger1 = Anim = 900
trigger1 = AnimElem = 3
trigger2 = Anim = 901
trigger2 = AnimElem = 4
trigger3 = Anim = 901
trigger3 = AnimElem = 8
value = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = Anim = 900
trigger1 = AnimElem = 3
trigger2 = Anim = 901
trigger2 = AnimElem = 4
trigger3 = Anim = 901
trigger3 = AnimElem = 8
time = 4
freq = 60
ampl = -8
phase = 90

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Anim = 900
trigger1 = AnimElem = 3
trigger2 = Anim = 901
trigger2 = AnimElem = 4
trigger3 = Anim = 901
trigger3 = AnimElem = 8
value = -12
kill = 0
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 69
value = -36

[State 0, TargetBind]
type = TargetBind
trigger1 = Time <= 5
time = 1
pos = 0,0
[State 0, TargetBind]
type = TargetBind
trigger1 = Anim = 900
trigger1 = AnimElemNo(0) = 3
trigger2 = Anim = 901
trigger2 = AnimElem = 8
time = 1
pos = -72,-16
[State 0, TargetBind]
type = TargetBind
trigger1 = Anim = 901
trigger1 = AnimElem = 1
time = 1
pos = -68,-8
[State 0, TargetBind]
type = TargetBind
trigger1 = Anim = 901
trigger1 = AnimElem = 2
time = 1
pos = -83,-53
[State 0, TargetBind]
type = TargetBind
trigger1 = Anim = 901
trigger1 = AnimElem = 3
time = 1
pos = -39,-81
[State 0, TargetBind]
type = TargetBind
trigger1 = Anim = 901
trigger1 = AnimElem = 4
time = 1
pos = 44,-16
[State 0, TargetBind]
type = TargetBind
trigger1 = Anim = 901
trigger1 = AnimElem = 5
time = 1
pos = 40,-8
[State 0, TargetBind]
type = TargetBind
trigger1 = Anim = 901
trigger1 = AnimElem = 6
time = 1
pos = 52,-53
[State 0, TargetBind]
type = TargetBind
trigger1 = Anim = 901
trigger1 = AnimElem = 7
time = 1
pos = 2,-81
[State 0, TargetBind]
type = TargetBind
trigger1 = Time = 68
time = 1
pos = 8,-96

[State 0, Turn]
type = Turn
trigger1 = Anim = 902
trigger1 = AnimTime = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Anim = 902
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Throw HK V1
[Statedef 920]
type = A
movetype = H
physics = N
facep2 = 1
velset = 0,0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = ifelse(Time < 68,0,1)
movecamera = 1,0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 910
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 68
value = 911

[State 0, VelSet]
type = VelSet
trigger1 = Time = 69
x = 12
y = -1

[State 0, VelSet]
type = VelSet
trigger1 = Pos Y + Vel Y > -2
x = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = Time > 69
y = 0.75

[State 0, SelfState]
type = SelfState
trigger1 = Time >= 69
trigger1 = Pos Y + Vel Y > 0
value = 5110