
;Combos
[Statedef 2001]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 10,0
sprpriority = 2
facep2 = 1
hitcountpersist =1

;[State brutality]
;type =  selfstate
;trigger1 = p2stateno = 9010 && anim =2001
;value = 2200

[State 0, to BRUTALITY]
type = VarSet
triggerall =!movecontact
trigger1 = anim = 2001 
trigger2 = anim = 2010
fv = 10    ;fv = 10
value = p2stateno = 9010
;1 - finishfimable

[State 0, FORaiREDIRECT]
type = ChangeState
trigger1 = var(50)=1 && var(1)!=[1,20]
value =2100
ctrl = 0

;fvar(10)   для фаталок - 1 значит можно фаталить
;VARS  - 11,12,
;1 ai combo number
;-------------------------------------------------------------
;z	1
;x	2
;xxDN	3
;xxx	4
	
;xxaa	5
;xxzzy	6
;zzzBK	7
;zzzBky	8

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

[State 0, knee];первый удаp koleno - (anim указан в chanestate)
type = ChangeAnim
triggerall = anim !=2200;brutality end
triggerall = time = 0 &&anim !=[2001,2040] 
trigger1 = var(1)=1;ai
trigger2 = var(1)=7;AI
trigger3 = var(1)=8;AI
value = 2010


[State 0, elbow];первый уда ELBOW или если анимация не задана 
type = ChangeAnim
triggerall = anim !=2200;brutality end
triggerall = anim !=[2001,2040]
trigger1 = time = 0 
trigger2 = var(1)=2;ai
trigger3 = var(1)=3;ai
trigger4 = var(1)=4;ai
trigger5 = var(1)=5;ai
trigger6 = var(1)=6;ai
value = 2001


[State 0, Damage]
type = VarSet
triggerall = time = 0
trigger1 = anim = 2007;x dnX
v = 12
value = 50

[State 0, Damage]
type = VarSet
triggerall = time = 0
trigger1 = anim = 2002;xX
trigger3 = anim = 2011;kK
trigger2 = anim = 2001;X
trigger4 = anim = 2008;kK
trigger5 = anim = 2009;X
v = 12
value = 100

[State 0, Damage]
type = VarSet
triggerall = time = 0
trigger1 = anim = 2013;kk<K
;trigger2 = anim = 2003;xA
v = 12
value = 130


[State 0, Damage]
type = VarSet
triggerall = time = 0
trigger1 = anim = 2010;knee
trigger2 = anim = 2006;xxX
trigger3 = anim = 2005;xxaA
trigger4 = anim = 2004;xxA
v = 12
value = 160

[State 0, Damage];correct
type = VarSet
trigger1= time = 0
v = 12
value = var(12)-(hitcount*30)

[State 0, Damage];ne menee 50
type = VarSet
trigger1= time = 0
trigger1 =var(12)<50

v = 12
value = 50






[State 2, Roundhouseblood]
type = Helper
trigger1 = movehit && anim=2013
trigger1 = numhelper(29) < 1
ID = 29
stateno =27
pos = 60, 0
postype = p1
persistent = 0
ignorehitpause = 1

[State var]
type = varset
trigger1 = time = 0
v = 11
value = 0

[State 0, footst]
type = PlaySnd
trigger1 = animelem=12,=0 && anim =2008
trigger2 = animelem=11,=0 && anim =2009
value = F5,323;F=common snd
volumescale = 100







[State ];fallup !
type = Hitdef
trigger1 = anim = 2013
triggerall=fvar(10)=0; not brutality
damage = var(12),var(12)/10
pausetime = 0,0
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,0
guardsound = 5,14
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 17
guard.hittime = 15
ground.velocity = -1, -12
;air.velocity = -3.5+((anim=2002)*-20), -6+((anim=2005)*8)
ground.cornerpush.veloff =-10
yaccel = .7
air.fall = 1
p2facing = 1
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
fall = 1
getpower = ifelse((anim=2001||anim=2022),0,-3000)

[State ];fallup ! uppercut
type = Hitdef
trigger1 = anim = 2007
triggerall=fvar(10)=0; not brutality
damage = var(12),var(12)/10
pausetime = 0,0
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,0
guardsound = 5,14
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 17
guard.hittime = 15
ground.velocity = -1, -15
;air.velocity = -3.5+((anim=2002)*-20), -6+((anim=2005)*8)
ground.cornerpush.veloff =-25
yaccel = .5
air.fall = 1
p2facing = 1
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
fall = 1
getpower = ifelse((anim=2001||anim=2022),0,-3000)


[State ];fall>
type = Hitdef
triggerall=fvar(10)=0; not brutality
trigger2 = anim = 2006
trigger1 = anim = 2009
trigger3 = anim = 2005
damage = var(12),var(12)/10
pausetime = 0,0
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,0
guardsound = 5,14
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 17
guard.hittime = 15
ground.velocity = -4-ifelse(anim=2005,4,0), -2-ifelse(anim=2009,6,0)
;air.velocity = -3.5+((anim=2002)*-20), -6+((anim=2005)*8)
ground.cornerpush.veloff =-15
yaccel = .7
air.fall = 1
p2facing = 1
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
fall = 1
getpower = ifelse((anim=2001||anim=2022),0,-3000)




[State ]
type = Hitdef
triggerall=fvar(10)=0; not brutality
;trigger1 = !movecontact 
trigger1 = anim!=2013 &&  anim!=2012 &&  anim!=2006&&  anim!=2009&&  anim!=2007&&  anim!=2005
;trigger1 = anim!=[2003,2005]
damage = var(12),20
pausetime = 2,2
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = ifelse(anim=2021 ||  anim=2003,-1,5),ifelse(anim=2001,102,100)
guardsound = 5,14
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 17+ifelse(anim=2003,3,0)
guard.hittime = 15
ground.velocity = -1+((anim=2013)*-7), 0+((anim=2013)*-5)
;air.velocity = -3.5+((anim=2002)*-20), -6+((anim=2005)*8)
guard.velocity = -9.5
air.cornerpush.veloff = -5
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
guard.cornerpush.veloff = -25
p2facing = 1
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
forcestand = 1
fall = 0 ;+ (anim=2002) + (anim=2013)
getpower = ifelse((anim=2001||anim=2022),0,-3000)

[State Brutality_kill]
type = Hitdef
triggerall=fvar(10)=1; brutality
trigger1 = anim =2007  
trigger2 = anim =2006 
trigger3 = anim =2005 
trigger4 = anim =2013 
trigger5 = anim =2009
p1stateno=3300
p2stateno=3310
damage = 0,0
pausetime = 0,0
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 0,0
guardsound = 5,14
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 30
guard.hittime = 15
ground.velocity = -1, 0
;air.velocity = -3.5+((anim=2002)*-20), -6+((anim=2005)*8)
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
guard.cornerpush.veloff = 0
p2facing = 1
kill       = 0
fall.kill  = 0
guard.kill = 0
fall = 0

[State Brutality_end_no_kill]
type = Hitdef
trigger1=fvar(10)=1; brutality
trigger1 = anim !=2007  && anim !=2006  && anim !=2005  && anim !=2013  && anim !=2009
damage = 0,0
pausetime = 2,2
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,0
guardsound = 5,14
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 30
guard.hittime = 15
ground.velocity = -1, 0
;air.velocity = -3.5+((anim=2002)*-20), -6+((anim=2005)*8)
guard.velocity = -9.5
air.cornerpush.veloff = -5
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
guard.cornerpush.veloff = -25
p2facing = 1
kill       = 0
fall.kill  = 0
guard.kill = 0
fall = 0 ;+ (anim=2002) + (anim=2013)


[State 0, Power bloker]
type = RemoveExplod
trigger1 = numexplod(7080)=0
trigger1 = time = 0 
trigger1 = anim!=2001;begin hits
trigger1 = anim!=2010;;begin hits
ID = 7080
ignorehitpause = 1
;persistent = 

[State 8000, Power bloker]
type = Explod
trigger1 = numexplod(7080)=0
trigger1 = time = 0 
trigger1 = anim!=2001;begin hits
trigger1 = anim!=2010;;begin hits
anim = 888
pos = 0,0
postype = p1
ID = 7080
sprpriority  = 1
removetime = 50
ignorehitpause = 1



[State var]
type = targetstate
trigger1 = movecontact && win
value = 21299
persistent = 0

[State var]
type = targetvelset
trigger1 = movehit && target,stateno = [5000,5012]
x = -1

[State var]
type = targetvelset
trigger1 = moveguarded = [2,13]
trigger1 = target,stateno = [150,159]
x = -4

[State var]
type = targetvelset
trigger1 = !movecontact && target,statetype != A
x = 0





[State ]
type = posset
trigger1 = time = 0 || prevstateno = 601 || prevstateno = 611
y = 0

;sigue ke te sigue
[State 1610, 1]
type = PosAdd
triggerall = time = 0 && (prevstateno = 601 || prevstateno = 611)
trigger1 = P2bodyDist X > 7
x = p2bodydist x - 7



[State turn]
type = turn
triggerall = (prevstateno = 600 || prevstateno = 610)
triggerall = (enemynear,facing = 1 && facing = 1) || (enemynear,facing = -1 && facing = -1)
trigger1 = !time && p2statetype != L

[State 0, 2013]
type = PosAdd
trigger1 = anim = 2013 && animelem=2,>0 && animelem = 12,<0
x = -2

[State 0, 2008]
type = PosAdd
trigger1 = anim = 2008  && animelem = 5,<0
x = 6

[State 0, 2009]
type = PosAdd
trigger1 = anim = 2009 && animelem = 4,>0 && animelem = 12,<0
x =2

[State 0,  redcar]
type = Helper
triggerall = anim = 2009  && numhelper(2150)=0 && animelem=8,<0
trigger1 = movehit && command="run" && var(50) = 0
trigger2 = fvar(10)=1 ;brutality
trigger3 = var(1)=6;ai
name = "2150"
ID = 2150
stateno = 2150
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0,  thor-hammer]
type = Helper
trigger1 =   command="run" && animelem=14,<0 && var(50) = 0
triggerall = movehit && anim = 2013 && numhelper(2160)=0
trigger2 = var(1)=8;ai
name = "2160"
ID = 2160
stateno = 2160
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, 2013 fireeee]
type = Helper
trigger1 = anim = 2005 && numhelper(2170)=0 && animelem=4,=1
trigger1 = movehit
name = "2170"
ID = 2170
stateno = 2170
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, ChangeState];FLIP
type = ChangeState
trigger1 = numhelper(2150)=1 && movehit
value =2151
ctrl = 0





[State xDNx]
type = varset
triggerall = anim = 2001 && time>0
trigger1 = var(50) = 0 && command = "x" && command = "holddown" && movecontact<13
trigger2 = var(1)=3;ai
v = 11
value = 2007

[State xX]
type = varset
triggerall = anim = 2001 && time>0
trigger1 = var(50) = 0 && command = "x" && command != "holddown" && movecontact<13
trigger2 = var(1)=[4,6];ai
v = 11
value = 2002

[State xxK]
type = varset
triggerall = anim = 2002 && time>0
trigger1 = var(50) = 0 && (command = "y"|| command="b") && movecontact<13
trigger2 = var(1)=6;ai
v = 11
value = 2008

[State xxKK]
type = varset
triggerall = anim = 2008 && time>0
trigger1 = var(50) = 0 && (command = "y"|| command="b") && movecontact<13
trigger2 = var(1)=6;ai
v = 11
value = 2009


[State xxa]
type = varset
triggerall = anim = 2002 && time>0
trigger1 = var(50) = 0 && command = "a" && movecontact<13
trigger2 = var(1)=5;ai
v = 11
value = 2004

[State xxaa]
type = varset
triggerall = anim = 2004 && time>0
trigger1 = var(50) = 0 && command = "a" && movecontact<13
trigger2 = var(1)=5;ai
v = 11
value = 2005

[State xxx]
type = varset
triggerall = anim = 2002 && time>0
trigger1 = var(50) = 0 && command = "x" && movecontact<13
trigger2 = var(1)=4;ai
v = 11
value = 2006


[State kK]
type = varset
triggerall = anim = 2010 && time>0
trigger1 = var(50) = 0 && (command = "y"|| command="b")  && movecontact<13
trigger2 = var(1)=7;ai
v = 11
value = 2011

[State kk<K]
type = varset
triggerall = anim = 2011 &&  time>0
trigger1 = var(50) = 0  &&  movecontact<13
trigger1 = command = "y" && command = "holdback"
trigger2 = var(1)=7;ai
v = 11
value = 2013


;[State  brutality finish]
;type = changestate
;triggerall = anim !=2200;brutality end
;trigger1=fvar(10)=1
;trigger1 = animtime = 0
;value = stateno
;anim = 2200

[State 0, brutality ender]
type = Helper
trigger1=fvar(10)=1
trigger1=movecontact>15
trigger1 = numhelper(2002)=0
name = "brutality ender not bloody"
ID = 2002
stateno = 2002
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1




[State var]
type = changestate
trigger1 = var(11) > 0  && movecontact=[6,14]
value = stateno
anim = var(11)


[State end]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1

;brutality helper
[Statedef 2002];-------------------------------------------------------------------;-------------------------------------------------------------------
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim= 2200


[State Brutality!!!]
type = Hitdef
trigger1=1
damage = 111111,111111
pausetime = 0,0
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 0,0
guardsound = 5,14
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 17
guard.hittime = 15
ground.velocity = -1, 0
;air.velocity = -3.5+((anim=2002)*-20), -6+((anim=2005)*8)
guard.velocity = -9.5
air.cornerpush.veloff = -5
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
guard.cornerpush.veloff = 0
p2facing = 1
kill       = 1
fall.kill  = 1
guard.kill = 1
fall = 1 

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = movecontact
value = 888
;elem = 1
;ignorehitpause = 
;persistent = 





;AI combos 
[Statedef 2100];--------------------------------------------------------------
type    = S
movetype= A
physics = S
ctrl = 0

;----------------------------------------
;var 1 	= ai combo numer
;var 11 	= temp = random combo
;----------------------------------------
;z	1
;x	2
;xxDN	3
;xxx	4
	
;xxaa	5
;xxzzy	6
;zzzBK	7
;zzzBky	8	


;================================	
;----------------------------------------
[State 0, VarRandom]
type = VarRandom
trigger1 = time = 0 
v = 11
range = 0,10


[State 0, knee/elbow]
type = VarSet
triggerall = time = 0 
trigger1 = AILevel = [1,2];easy
trigger1 = var(11) = [0,4]
trigger2 = AILevel = [3,4];medium
trigger2 = var(11) = [0,3]
v = 1
value = ifelse(p2statetype = C,1,ifelse(random>700,2,1))

[State 0, xxDN/xxx/zzzBK]
type = VarSet
triggerall = time = 0 
trigger1 = AILevel = [1,2];easy
trigger1 = var(11) = [5,10]
trigger2 = AILevel = [3,4];medium
trigger2 = var(11) = [4,8]
v = 1
value = ifelse(p2statetype = C,7,ifelse(random>500,3,4))

[State 0, zzz]
type = VarSet
triggerall = time = 0 
trigger1 = AILevel = [3,4];medium
trigger1 = var(11) = [9,10]
v = 1
value = ifelse(p2statetype = C,7,ifelse(random>700,5,7))




[State 0,xxaa/xxzzy/zzzy]
type = VarSet
triggerall = time = 0 
trigger1 = AILevel = [6,8];hard
trigger1 = var(11) = [0,10]
v = 1
value = ifelse(p2statetype = C,8,ifelse(random>500,5,6))

;---------------------------------
[State 0, boss]
type = VarSet
triggerall = time = 0 
;trigger1 = var(1) = 4;max combo
trigger1 = p2name = "shao kahn," || p2name = "kintaro" || p2name = "goro" || p2name = "motaro"
v = 1
value = 11

[State 0, ChangeState];если нагадали лажу - то может пнуть так
type = SelfState
trigger1 = time = 0 && var(11)=0 && random>500
value =225
ctrl = 0

[State 0, ChangeState]; или ни как
type = SelfState
trigger1 = time = 0 && var(11)=0
value =0
ctrl = 1

[State 0, reset]
type = VarSet
trigger1 = time = 0 
v = 11    ;fv = 10
value = 0



[State 0, ChangeState]
type = SelfState
trigger1 = time = 0
value =2001
ctrl = 0


;red car helper
[Statedef 2150];--------------------------------------------------------------
type    = S
movetype= A
physics = N
ctrl = 0
anim=2150
velset=16,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value =2000,0;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 


[State 0, PosSet]
type = Posadd
trigger1 = time= 0
x = -200

[State 0, enter effect]
type = Explod
trigger1 = time=0
anim = 2151
ID = 2151
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = -1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 7
ontop = 0
ownpal = 1
removeongethit = 0

[State 0,wheel]
type = Explod
trigger1 = time=0
anim = 2153
ID = 2153
pos = -15,-21
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = -1; -1 forever
removetime = 100;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0

[State 0, fireground]
type = Helper
trigger1 = FrontEdgeDist > -40
trigger1 = BackEdgeDist > -10
name = "2152"
ID = 2152
stateno = 2152
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent =3







[State 2, Roundhouseblood]
type = Helper
trigger1 = movehit
trigger1 = numhelper(29) < 1
ID = 29
stateno = 7400  
pos = 0, -30
postype = p2
persistent = 0
ignorehitpause = 1


[State ];f
type = Hitdef
trigger1 = !movecontact
damage =160,10
pausetime = 0,0
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,0
guardsound = 5,14
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 17
guard.hittime = 15
ground.velocity = -10, -4
air.velocity = -13, -1
ground.cornerpush.veloff =0
yaccel = .5
air.fall = 1
p2facing = 1
kill       = (root,Var(9) = 0)
fall.kill  = (root,Var(9) = 0)
guard.kill = (root,Var(9) = 0)
fall = 1
p2stateno=ifelse(root,fvar(10)=1,3315,-1)

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = movecontact>15 && anim!= 2152
value = 2152


[State 1000, 0.1]
type = Destroyself
;ltrigger1 = FrontEdgeDist < -200
trigger1 = time >100
trigger2 = animtime=0 && anim =2152
trigger3 = root,anim= 2001
trigger4 = root,anim= 2010




;--------------------------------------------;-------------------------------------------------------------------
;flip
[StateDef 2151]
type    = A
movetype= I
physics = N
juggle  = 1
ctrl = 0
velset=-2,-5

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 0
value = 2154


[State 0, VelSet]
type = Veladd
trigger1 = time > 2 
y =.3


[State 0, VelSet]
type = Veladd
trigger1 = vel y > 0
y =.4



[State 0, ChangeState]
type = ChangeState
trigger1 = pos y > 0 && time > 10
value =52
ctrl = 1

;ground fire
[Statedef 2152];--------------------------------------------------------------
type    = S
movetype= I
physics = N
ctrl = 0
anim=888
velset=0,0



[State 0, endtime]
type = VarSet
trigger1 = time=0
fv = 9
value = ifelse(random>500,ifelse(random>500,130,140),ifelse(random>500,150,160))

[State 0, scaleX]
type = VarSet
trigger1 = time=0
fv = 10
value = ifelse(random>500,1,1.2)

[State 0, scaleY]
type = VarSet
trigger1 = time=0
fv = 11
value =ifelse(random>500,ifelse(random>500,.7,.6),ifelse(random>500,1,.9))

[State 0, Y]
type = VarSet
trigger1 = time=0
fv = 12
value =ifelse(random>500,-5,8)


[State 0, fire ground]
type = Explod
trigger1 = time=0
anim = ifelse(random>500,10011,10012)
ID = 10011
pos = 0,fvar(12)
postype = p1;  p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1; -1 forever
random = 20,2
removetime = 250;"-2" odin raz; "-1" forever
pausemovetime = 0
scale =fvar(10),fvar(11)
sprpriority = ifelse(fvar(12)<=0,-7,7)
ontop = 0
ownpal = 1
removeongethit = 0

[State 0, fire groundsmall]
type = Explod
trigger1 = time=0
anim = ifelse(random>500,10011,10012)
ID = 100111
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1; -1 forever
random = 80,2
removetime = 140;"-2" odin raz; "-1" forever
pausemovetime = 0
scale =.6,.1
sprpriority = -7
ontop = 0
ownpal = 1
removeongethit = 0



[State 0, booms]
type = Explod
trigger1 = time>10&& random>600
anim = 2165
ID = 2165
pos = -20,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel =  ifelse(random>500,-2,-1), ifelse(random>500,-2,-1)
accel = 0,0
random = 15,10
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .4,.4
sprpriority = 0
ownpal =1
angle=random/3
persistent=5

[State 0, toLOWER]
type = ChangeState
trigger1 = time>fvar(9);endtime
trigger2 = root,var(4) > 0 && root,var(4) != 5;fatality BRUTALITY
value =2153
ctrl = 0

[State 0, toEND]
type = ChangeState
trigger1 = root,numhelper(3009)>0;all black
value =2153
ctrl = 0






;ground fire LOWER
[Statedef 2153];--------------------------------------------------------------
type    = S
movetype= I
physics = N
ctrl = 0
anim=888
velset=0,0

[State 0, -]
type = Varadd
trigger1 =  time%2=0
fv = 11    ;fv = 10
value = -.1

[State 0, -]
type = Varadd
trigger1 =  time%3=0
fv = 10    ;fv = 10
value = -.1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 =  time%2=0
ID =10011
scale =fvar(10),fvar(11)
trans=add

[State 0, toEND]
type = ChangeState
trigger1 = root,numhelper(3009)>0;all black
trigger2 = fvar(11)<0
value =2154
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 






;ground fire END
[Statedef 2154];--------------------------------------------------------------
type    = S
movetype= I
physics = N
ctrl = 0
anim=888
velset=0,0

[State 0, RemoveExplod];booms
type = RemoveExplod
trigger1 =1
ID =10011

[State 0, RemoveExplod];booms
type = RemoveExplod
trigger1 = 1
ID =100111

[State 0, RemoveExplod];ground
type = RemoveExplod
trigger1 = 1
ID =2165

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1


;hammer
[Statedef 2160];--------------------------------------------------------------
type    = S
movetype= A
physics = N
ctrl = 0
anim=2160
velset=0,25
sprpriority = 6

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 0, PosSet]
type = Posadd
trigger1 = time= 0
y = -300

[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 2162
ID = 2162
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = -1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 7
ownpal =1
removeongethit = 0


[State ];f
type = Hitdef
trigger1 = !movecontact && root,fvar(10)=0
damage =160,10
pausetime = 0,0
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,0
guardsound = 5,14
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 17
guard.hittime = 15
ground.velocity = 0, 5
air.velocity = 0, 5
ground.cornerpush.veloff =0
yaccel = .5
air.fall = 1
p2facing = -1
kill       = (root,Var(9) = 0)
fall.kill  = (root,Var(9) = 0)
guard.kill = (root,Var(9) = 0)
fall = 1

[State 2, Roundhouseblood]
type = Helper
trigger1 = movehit
trigger1 = numhelper(29) < 1
ID = 29
stateno = 7400  
pos = 0,0
postype = p2
persistent = 0
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 =pos y > - 10
value =2161
ctrl = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = TIME  > 100


;hammer
[Statedef 2161];--------------------------------------------------------------
type    = S
movetype= A
physics = N
ctrl = 0
anim=2160
velset=0,-5
sprpriority = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = 2000,1;F=common snd
volumescale = 100



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, fire ground]
type = Helper
trigger1 = time = 0
name = "2163"
ID = 2163
stateno = 2163
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0




[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 2163
ID = 2163
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = -1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 6
ownpal =1
removeongethit = 0

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0



[State 0, VelSet]
type = VelADD
trigger1 = 1
y =2

[State 0, DestroySelf]
type = DestroySelf
trigger1 = TIME  > 100

[State 0, ChangeState]
type = ChangeState
trigger1 =pos y > 0
value =2162
ctrl = 0

;hammer
[Statedef 2162];--------------------------------------------------------------
type    = S
movetype= A
physics = N
ctrl = 0
anim=2161
velset=0,0
sprpriority = 5

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 2162

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, VelSet]
type = VelSet
trigger1 = animelem= 3,=1
y = -30



[State 0, DestroySelf]
type = DestroySelf
trigger1 = time =50
trigger3 = root,anim= 2001
trigger2 = root,anim= 2010

;hammer FIRE GROUND
[Statedef 2163];--------------------------------------------------------------
type    = S
movetype= I
physics = N
ctrl = 0
anim=888
velset=0,0
sprpriority = 7

[State 0, PosSet]
type = PosSet
trigger1 = time=0
y = 0

[State 0, PalFX]
type = PalFX
trigger1 = time=0
time = 100000
add = -0,110,256

[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 2164
ID = 10004
pos = 0,10
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = -1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,.3
sprpriority = 7
ownpal = 0
;angle=random/3
trans=add

[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 2164
ID = 10004
pos = 0,10
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = -1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 2,.3
sprpriority = -7
ownpal = 0
;angle=random/3
trans=add

;--------------------------------BRUTALITY---------------------------------
[State 0, fire]
type = Explod
trigger1 = time=0 && root,fvar(10)=1
anim = 10011
ID = 10011
pos = 10,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .5,.3
sprpriority = -6
ontop = 0
ownpal = 0
trans=add


[State 0, fire]
type = Explod
trigger1 = time=0 && root,fvar(10)=1
anim = 10012
ID = 10011
pos = -20,0
postype = p1;  p2,front,back,left,right
facing = -1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .6,.4
sprpriority = -6
ontop = 0
ownpal = 0
trans=add

[State 0, fire UP]
type = Explod
trigger1 = root,fvar(10)=1
anim =  ifelse(random>500,2165,2164)
ID = 2165
pos = -10,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .2,.2
sprpriority =  ifelse(random>500,-7,-4)
ownpal = 0
angle=random/3
vel=0, ifelse(random>500,-1,-.5)
random=60,0

[State 0, skull]
type = Explod
trigger1 = time=0 && root,fvar(10)=1
anim = F6904
ID = 6904
pos = -10,0
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = -2
ontop = 0
ownpal =1
trans=add
alpha=100,0
facing=-1





;-------------------------------------------------------
[State 0, DestroySelf]
type = DestroySelf
trigger1 = time =50&& root,fvar(10)=0; ne brutality

; FIRE KYLAK
[Statedef 2170];--------------------------------------------------------------
type    = S
movetype= I
physics = N
ctrl = 0
anim=888
velset=0,0
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = 1400,1;F=common snd
volumescale = 140


[State 0, kylak]
type = Explod
trigger1 = time<10
anim =  ifelse(random>500,2165,2164)
ID = 2165
pos = 60+(time*10),-70
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .6,.6
sprpriority = 7
ownpal = 1
angle=random/3
trans=add
vel=0,0

[State 0, kylak]
type = Explod
trigger1 = time=0
anim = 2165
ID = 2165
pos = 60,-70
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .3,.3
sprpriority = 7
ownpal = 1
angle=random/3
trans=add
vel=0,0


[State 0, over]
type = Explod
trigger1 = time=0
anim = 2165
ID = 2165
pos = 30,-70
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .6,.6
sprpriority = 7
ownpal = 1
angle=random/3
trans=add
vel=1,0

[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 2165
ID = 2165
pos = 0,-80
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .8,.8
sprpriority = -7
ownpal = 1
angle=random/3
trans=add
vel=0,-2

[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 2164
ID = 2164
pos = 0,-80
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .8,.8
sprpriority = -7
ownpal = 1
angle=random/3
trans=add1
vel=0,-2

[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 2164
ID = 2164
pos = 0,-80
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = -1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = -7
ownpal = 1
angle=random/3
trans=add1

[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 2164
ID = 2164
pos = 30,-86
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime =1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .8,.8
sprpriority = -7
ownpal = 1
angle=random/3
trans=add
vel=1.5,0

[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 2164
ID = 2164
pos = 30,-66
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime =1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .4,.4
sprpriority = -7
ownpal = 1
angle=random/3
trans=add
vel=4,0



[State 0, DestroySelf]
type = DestroySelf
trigger1 = time =50