[Data]
life = 1660          ;
attack = 100         ;
defence = 100        ;100% defensive power (more is stronger)
fall.defence_up = 20 ;Def go
liedown.time = 22    ;Time p
airjuggle = 14       
sparkno = 0        ;
guard.sparkno = -1   
KO.echo = 1        ;
volume = 10
IntPersistIndex = 58
FloatPersistIndex = 5

[Size]
xscale = 1
yscale = 1
ground.back = 29     ;
ground.front = 28   ;
air.back = 20        ;
air.front = 20       ;P
height = 123	      
attack.width = 4,4   ;
attack.dist = 20    ;
proj.attack.dist = 20
proj.doscale = 1    ;
head.pos = -2, -93   
mid.pos = -2, -60    
shadowoffset = 0     

[Velocity]
walk.fwd  = 3
walk.back = -2.25
run.fwd  = 8, 0
run.back = -4.5,-3.8
jump.neu = 0,-9.5
jump.back = -4
jump.fwd = 4

[Movement]
airjump.num = 0      
airjump.height = 0  ;
yaccel = .5
stand.friction = .10  
crouch.friction = .10 

; WIN
[Statedef 180]
type = S

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

; WIN1
[Statedef 181]
type = S
movetype= A
ctrl = 0
anim = 180
velset = 0,0

; --- Nombre Wins ---

[State 180, 461]
type = Playsnd
trigger1 = time = 5
trigger1 = NumPartner = 0
value = 6,0
volume = 50

[State 180, 461dfg]
type = Playsnd
trigger1 = time = 115
value = F5,34
trigger1 = NumPartner = 0
trigger1 = var(30) = 10010
volume = 50

[State 181, 1.5]
type = EnvColor
trigger1 = Var(23) = 1
value = 0,0,0
time = 1
under = 0

[State 181, 1.3]
type = AssertSpecial
trigger1 = time = [0, 320]
triggerall = Var(4) = 0
flag = roundnotover

[State 181, 1.3]
type = AssertSpecial
trigger1 = time = [0, 640]
triggerall = Var(4) != 0
flag = roundnotover

; --- Cosas de Flawless ---

;[State 180, Flawless]
;type = Playsnd
;trigger1 = time = 140
;trigger1 = WinPerfect
;value = F5,9

;[State 181, Fatality]
;type = Playsnd
;trigger1 = time = 140
;trigger1 = WinPerfect
;value = 4444, 77
;volumescale=50

[State 181, flawlessss]
type = Explod
trigger1 = time = 140
trigger1 = WinPerfect
trigger1 = Var(4) = 0
anim = F38
pos = 156*const(size.xscale),90*const(size.xscale)
postype = left
bindtime = -1
facing = 1
sprpriority = 2
ontop = 1
ownpal = 1
removetime = -1

[State 181, flawlessss]
type = Explod
trigger1 = time = 140
trigger1 = WinPerfect
trigger1 = Var(4) != 0
anim = F38
pos = 156*const(size.xscale),90*const(size.xscale)
postype = left
bindtime = -1
facing = 1
sprpriority = 2
ontop = 1
ownpal = 1
removetime = 115

; --- Carteles ---

;[State 181, cartel]
;type = Explod
;triggerall = Var(4) != 0
;trigger1 = time = 270
;trigger1 = WinPerfect
;trigger2 = time = 140
;trigger2 = !WinPerfect
;anim = F200+var(4)
;id = 7000
;pos = 168,100
;postype = left
;facing = 1
;sprpriority = 2
;ownpal = 1
;ontop = 1

[State 181, fatal];sheborg Fat
type = Explod
triggerall = Var(4) != 0 && Var(4) != 3&& Var(4) != 10
trigger1 = time = 270
trigger1 = WinPerfect
trigger2 = time = 140
trigger2 = !WinPerfect
anim = 3334
id = 7000
pos = 168,100
postype = left
facing = 1
sprpriority = 2
ownpal = 1
ontop = 1


[State 181, fatal];sheborg Fat
type = Explod
triggerall = Var(4) != 0 && Var(4) != 3 && Var(4) != 10
trigger1 = time = 270
trigger1 = WinPerfect
trigger2 = time = 140
trigger2 = !WinPerfect
anim = 3333
id = 7000
pos = 168,100
postype = left
facing = 1
sprpriority = 2
ownpal = 1
ontop = 1

[State 181, fatal];sheborg Fat anim
type = Explod
triggerall=numexplod(3344)=0
triggerall = Var(4) != 0 && Var(4) != 3 && Var(4) != 10
trigger1 = time > 270
trigger1 = WinPerfect
trigger2 = time > 140
trigger2 = !WinPerfect
anim = 3344
id = 3344
pos = 168,100
postype = left
facing = 1
sprpriority = 1
ownpal = 1
ontop = 1






[State 181, frend];sheborg Fr
type = Explod
triggerall = Var(4)= 3
trigger1 = time = 270
trigger1 = WinPerfect
trigger2 = time = 140
trigger2 = !WinPerfect
anim = 3336
id = 7000
pos = 168,100
postype = left
facing = 1
sprpriority = 2
ownpal = 1
ontop = 1

[State 181, frend];sheborg Fr
type = Explod
triggerall = Var(4)= 3
trigger1 = time = 270
trigger1 = WinPerfect
trigger2 = time = 140
trigger2 = !WinPerfect
anim = 3335
id = 7000
pos = 168,100
postype = left
facing = 1
sprpriority = 2
ownpal = 1
ontop = 1

[State 181, mercy];sheborg Mer
type = Explod
triggerall = Var(4)=10
trigger1 = time = 270
trigger1 = WinPerfect
trigger2 = time = 140
trigger2 = !WinPerfect
anim = 3338
id = 7000
pos = 168,100
postype = left
facing = 1
sprpriority = 2
ownpal = 1
ontop = 1

[State 181, mercy];sheborg Mer
type = Explod
triggerall = Var(4)= 10
trigger1 = time = 270
trigger1 = WinPerfect
trigger2 = time = 140
trigger2 = !WinPerfect
anim = 3337
id = 7000
pos = 168,100
postype = left
facing = 1
sprpriority = 2
ownpal = 1
ontop = 1

[State 181, mercy];sheborg Mer anim
type = Explod
triggerall = Var(4)= 10 && numexplod(3348)=0
trigger1 = time > 270
trigger1 = WinPerfect
trigger2 = time > 140
trigger2 = !WinPerfect
anim = 3348
id = 3348
pos = 168,100
postype = left
facing = 1
sprpriority = 1
ownpal = 1
ontop = 1


; --- Cosas de Fatality ---

[State 181, Fatality]
type = Playsnd
triggerall = Var(4) != 0
trigger1 = time = 270
trigger1 = WinPerfect
trigger2 = time = 140
trigger2 = !WinPerfect
value = 20, 2



;---------------------------------------------------------------------------
; INTRO
[Statedef 191]
type = S
ctrl = 0
velset = 0,0
sprpriority = 5

[State 191, Enter]
type = ChangeState
trigger1 =  1
triggerall = var(30) = 10002
triggerall = numpartner = 0
triggerall = NumEnemy != 2
triggerall = p2name = "shao kahn,"
value = 193


[State 191, IntroAssert] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro


[State 191, Entesr]
type = ChangeState
triggerall =  1
trigger1 = var(30) != 10002
trigger1 = p2name != "shao kahn,"
trigger2 = numenemy = 2
trigger3 = numpartner = 1
trigger4 = p2name = "shao kahn,"
trigger4 = var(30) != 10002
trigger4 = time = 90
value = 0
ctrl = 0


;----------------------------------------------

[Statedef 193]
type = S
ctrl = 0
velset = 0,0
sprpriority = 1
anim = 888

[State 181, DIED]
type = Explod
trigger1 = time = 0
anim = 20
id = 20
pos = 90,180
vel = 2,.3
postype = left
facing = 1
sprpriority = 5
ownpal = 1
ontop = 1
removetime = -1

[State 181, DIEsD]
type = removeExplod
trigger1 = time = 40
trigger2 = time = 120
id = 20

[State 181, DIED3]
type = Explod
trigger1 = time = 40
anim = 0
id = 20
pos = 170,190
postype = left
facing = 1
sprpriority = 5
ownpal = 1
ontop = 1
removetime = -1


[State 181, DIED]
type = Explod
trigger1 = time = 0
anim = F39
;id = 789
pos = 380,240
postype = left
facing = 1
sprpriority = 3
ownpal = 1

[State 181, DIEDfg]
type = Explod
trigger1 = time = 120
anim = F40
;id = 789
pos = 320,240
postype = left
facing = 1
sprpriority = 4
ownpal = 1

[State 181, DIE34D]
type = Explod
trigger1 = time = 120
anim = F37
id = 37
pos = 254,189
postype = left
facing = 1
sprpriority = 5
ownpal = 1

[State 181, DdfIE34D]
type = removeExplod
trigger1 = time = 190
id = 37

[State 191, IntroAssert] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 181, DIED]
type = Explod
trigger1 = time = 460
anim = F39
;id = 789
pos = 330,240
postype = left
facing = 1
sprpriority = 5
ownpal = 1

[State 181, DsdD]
type = Explod
trigger1 = time = 460
anim = 100
pos = 130,190
postype = left
facing = 1
vel = 6,0
sprpriority = 5
ownpal = 1
ontop = 1
removetime = 50

[State 181, DdD]
type = Playsnd
trigger1 = time = 460
value = 1,0
volum = 100

[State 181, zssD]
type = Removeexplod
trigger1 = time = 520

[State 191, Enter]
type = ChangeState
trigger1 =  time = 520
value = 0
ctrl = 0

;----------------------------------------------
;----------------------------------------------
[Statedef 601]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
;anim = 601


[State 620, 534]
type = VelSet
trigger1 = time = 0
Y = 3

[State 601, 1]
type = VelSet
trigger1 = Vel X != 0
X = 0

[State -1, KIK]
type = Selfstate
value = 2001
triggerall = p2statetype = S && p2movetype = H && var(50) = 0
trigger1 = command = "y" || command = "b"
anim=2010

[State -1, PU]
type = Selfstate
value = 2001
triggerall = p2statetype = S && p2movetype = H && var(50) = 0
trigger1 = command = "x"
anim=2001

[State -1, AI]
type = Selfstate
value = 2100
triggerall = p2statetype = S && p2movetype = H && var(50) = 0
trigger1 = var(50) = 1 && random%9 < AILevel && AILevel < 7





;PUNCH HITS (HEY! NO BLOOD)
[Statedef 611]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
;anim = 611

[State 620, 4]
type = VelSet
trigger1 = time < 5
X = -.1

[State 620, 534]
type = VelSet
trigger1 = time = 0
Y = 2

[State -1, KIK]
type = Selfstate
value = 2001
triggerall = p2statetype = S && p2movetype = H && var(50) = 0
trigger1 = command = "y" || command = "b"
anim=2010

[State -1, PU]
type = Selfstate
value = 2001
triggerall = p2statetype = S && p2movetype = H && var(50) = 0
trigger1 = command = "x"
anim=2001

[State -1, AI]
type = Selfstate
value = 2100
triggerall = p2statetype = S && p2movetype = H && var(50) = 0
trigger1 = var(50) = 1 && random%9 < AILevel && AILevel < 7

[State 611, 4]
type = Changestate
trigger1 = Pos Y = 0
value = 0

;---------------------------------------

[Statedef 24]
type    = A
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 27
;sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = !movecontact && enemy,numexplod(24) = 0
damage = (p2stateno = 9010)
pausetime = 0,0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = HL          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
hitsound = 5,141
sparkno = -1          ;No spark
sprpriority = -1      ;Draw in front of p2
p2facing = 1       ;Force p2 to face KFM
p1stateno = 25       ;On success, KFM changes to state 810
p2stateno = 26       ;If hit, p2 changes to state 820 in KFM's cns
numhits = 0
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1
fall.recover = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
fall.damage = ifelse((var(9) != 0 && p2life <= 240), (p2life-1), 240)
guard.kill = (Var(9) = 0)

[State 800, 2]
type = ChangeState
Trigger1 = Animtime = 0
value = 0
ctrl = 1

;-------------

[Statedef 25]
type    = S
movetype= A
physics = N
anim = 25
sprpriority = 2

[State 0, Turn]
type = Turn
trigger1 = time = 0
;ignorehitpause = 
;persistent = 


;[State -2, 34]
;type = Playsnd
;trigger1 = animelem = 3
;value = f7,0
;volumescale = 200
;persistent = 0

[State -2, 34]
type = envshake
trigger1 = animelem = 3
freq = 70
time = 16
ampl = 2
persistent = 0

[State -2, 34]
type = Playsnd
trigger1 = time = 0
value = 4,13
channel = 3
persistent = 0



[State 810, Bind 7]
type = TargetBind
trigger1 = time = 0
pos = 0, 0
time = 10

[State 810, State End]
type = playsnd
trigger1 = animelem = 9
value = f5,155

[State 810, State End]
type = ChangeState
trigger1 = Animtime =  0
value = 0
ctrl = 1

;-------------

[Statedef 26]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 3


[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 26

[State 820, 4351]
type = posAdd
Trigger1 = anim = 26 && animelem =5
x =100
y=-70


[State 820, 4351]
type =posadd
Trigger1 = anim = 26 && animelemtime(5) > 0
x = 8

[State 820, 4351]
type = velAdd
Trigger1 = anim = 26 && animelemtime(5) > 0
y = 0.5

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = pos y > 0 && animelemtime(5) > 0
value = 5110
;--------------------------



;-------FATAL
[Statedef 730]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 3380


[State 1200, BoltFat]
type = Explod
trigger1 = time = 17
anim = 3381
postype = p1
sprpriority  >= 2

[State 9130, SetFatal]
type = Varset
trigger1 = movehit
V = 4
value = 1

[State 210, 1]
type = Playsnd
trigger1 = time = 1
value = F5,11
volume = 60
channel = 7

[State 8000, sad]
type = BGPalFX
trigger1 = time = 1
time = 9999
add = -100, -100, -100

[State 1200, ZappySound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 13
channel = 3

[State 1200, Za]
type = VelSet
trigger1 = time = 1
trigger2 = Vel Y != 0
y = 0

[State 1200, BoltFat]
type = Hitdef
trigger1 = AnimElem = 5
velocity = 8, 0 
remvelocity = 0, 0
; HitDef part of projectile info
attr = S, SP
animtype = Hard
air.animtype = Back
air.fall = 1
fall.recover = 0

guardflag = HL
pausetime = 0,0
sparkno = -1
p2stateno = 3384
guard.sparkno = -1
hitsound   = s4,17
guardsound = s4,17
ground.type = High
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)

[State 1200, BoltFat]
type = Explod
trigger1 = time = 96
anim = 3382
postype = p2
sprpriority  >= 2
pos = -30, -10

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

[Statedef 3384]
type    = S
movetype= H
physics = S
ctrl = 0
velset = 0,0
anim = 3384

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3384

[State 22, round hit]
type = EnvShake
trigger1 = animelem = 6
freq = 40
time = 10
ampl = 15

[State 1200, ound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 4, 21
channel = 3


[State 9010, 0.1]
type = Sprpriority
trigger1 = time = 1
value  >= 2

[State 9399, 2]
type = Selfstate
trigger1 = Animtime = 0
value = 5150

[State 9399, 3]
type = Lifeadd
trigger1 = Time = 1
Value = -9999

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ctrl = 1

[Statedef 10101]
type    = S
movetype= H
physics = N
velset = 0,999
ctrl = 0
anim = 702

[State 9125, 0.3]
type = SprPriority
trigger1 = time = 0
value = 0

[State 9125, 2.6]
type = Posset
trigger1 = time = 0
Y = 900

[State 9125, OkayYouCanStop]
type = PalFX
trigger1 = time = 1
time = 1
add = 0, 0, 0
mul = 0, 0, 0

[State 9100, NoBGM]
type = AssertSpecial
trigger1 = Time >= 1
flag = nokoslow

[State 9125, 3]
type = Lifeadd
trigger1 = Time = 1
Value = -9999

[State 9125, 2]
type = Selfstate
trigger1 = Time = 20
value = 5150

;------------------------SPECIALLLLLLLL
[Statedef 2]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 20,0
anim = 2

[State 210, snd2]
type = Playsnd
trigger1 = AnimElem = 4
value = 4,16

[State 210, snd222]
type = Playsnd
trigger1 = AnimElem = 8
value = 3,9

[State 210, 2b]
type = HitDef
trigger1 = AnimElem = 8
trigger1 = p2stateno != 10210
attr = S, NA
animtype  = Medium
damage    = 150, 29
guardflag = L
;hitflag = MAF
pausetime = 20,2
sparkno = -1
guard.sparkno = -1
p2stateno = 10210
ground.type = Low
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 0
envshake.time = 30
envshake.freq = 90
envshake.ampl = 12
fall.recover = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)


[State 200, 7]
type = ChangeState
trigger1 = Animtime = 0
value = 5120
ctrl = 1

 ;------------------------------------
;;----------------
[Statedef 10210]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0

[State 10210, 1]
type = Changeanim
trigger1 = animexist(5300)
trigger1 = anim != 5300
trigger1 = Vel Y = 0
trigger1 = statetype != A
value = 5300

[State 10210, 2]
type = Changeanim2
trigger1 = !animexist(5300)
trigger1 = anim != 9010
trigger1 = Vel Y = 0
trigger1 = statetype != A
value = 9010


[State 9010, 034.1]
type = PosSet
trigger1 = p2stateno =[0,9999]
Y = 0

[State 9010, 034.12]
type = VELSet
trigger1 = p2stateno =[0,9999]
Y = 0


[State 10210, 3]
type = Selfstate
trigger1 = time = 120
value = 0
ctrl = 1

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = roundstate = 3
trigger1 = time = 100
value = 5050
ctrl = 1

;;----------------
[Statedef 10211]
type    = s
movetype= H
physics = S
velset = 0,0
ctrl = 0

[State 10211, 1]
type = Changeanim
trigger1 = animexist(5300)
trigger1 = anim != 5300
trigger1 = Vel Y = 0
trigger1 = statetype != A
value = 5300

[State 9010, 034.1]
type = PosSet
trigger1 = p2stateno =[0,9999]
Y = 0

[State 9010, 034.12]
type = VELSet
trigger1 = p2stateno =[0,9999]
Y = 0

[State 10211, 2]
type = Changeanim2
trigger1 = !animexist(5300)
trigger1 = anim != 9010
trigger1 = Vel Y = 0
trigger1 = statetype != A
value = 9010

[State 10211, 22]
type = LifeAdd
trigger1 = time = 1
value = -50

[State 10211, 22]
type = Playsnd
trigger1 = time = 1
value = 3,10
channel = 1 
lowpriority = 1

[State 10211, 22]
type = Playsnd
trigger1 = time = 1
value = 14,0
channel = 2
lowpriority = 2

[State 10211, 3]
type = Selfstate
trigger1 = time = 220
value = 0
ctrl = 1

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = roundstate = 3
trigger1 = time = 100
value = 5050
ctrl = 1


;---------------------------------------------------------------------------

[Statedef -2]

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "palno %d         fvar(10)%f 	fvar(11)   : %d	var (1) %d      %d"
params = palno, fvar(10),  fvar(11),var (1) ,  ScreenPos Y


[State 0, ChangeState]
type = ChangeState
trigger1 = stateno=9001
value = 900100
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 


[State 0, smoksmok]
type = Explod
triggerall = var(17) = 0 ;nevidimka
trigger1 = fvar(10)=3&& gametime%3 = 0 && Var(4) =0
trigger1 = statetype = s
trigger1 = movetype!=h
trigger1 = stateno !=430 && stateno!=[3000,3999]
anim =1512
ID = 1510
pos = 20*(stateno>199&&stateno<260),-90
postype = p1  ;p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
vel = 0, ifelse(random>500,-1, ifelse(random>500,-.5,-1.5))
accel = ifelse(movetype=a,.1,0),0
random = 30,5
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = ifelse(random>300,-1,2)
ownpal = 1
removeongethit = 0
angle=random/3

[State 0, smoksmok]
type = Explod
triggerall = var(17) = 0 ;nevidimka
trigger1 = fvar(10)=3&& gametime%3 = 0 && Var(4) =0
trigger1 = statetype = s
trigger1 = movetype!=h
trigger1 = stateno !=430 && stateno!=[3000,3999]
anim =1512
ID = 1510
pos = 20*(stateno>199&&stateno<260),-90
postype = p1  ;p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
vel = 0, ifelse(random>500,-1, ifelse(random>500,-.5,-1.5))
accel = ifelse(movetype=a,.1,0),0
random = 40,5
removetime = -2
pausemovetime = 0
scale = .3,.3
sprpriority =-3
ownpal = 1
removeongethit = 0
angle=random/3
trans=add


;------------------------------ finisher help------------------------


[State 0, bbff]
type = Explod
triggerall = var(50)=0;ai
triggerall = p2stateno = 9010 && numexplod(119917)<2 && ctrl
trigger1 =  p2bodydist X =  [30,310]
anim = 119917+1*(facing=-1)
ID = 119917
pos = 0,-150
postype = p1  ;p2,front,back,left,right
facing =facing
bindtime = -1; -1 forever
removetime = 2
scale = .7,.7
ontop = 1
ownpal = 1

[State 0, BBB]
type = Explod
triggerall = var(50)=0;ai
triggerall = p2stateno = 9010 && numexplod(119912)<2 && ctrl
trigger1 = p2bodydist X = [10,40]
anim = 119912
ID = 119912
pos = 0,-150
postype = p1  ;p2,front,back,left,right
facing =facing*-(facing=-1)
bindtime = -1; -1 forever
removetime = 2
scale = .7,.7
ontop = 1
ownpal = 1

[State 0, FFF]
type = Explod
triggerall = var(50)=0;ai
triggerall = p2stateno = 9010 && numexplod(119911)<2 && ctrl
trigger1 = p2bodydist X = [10,120]
anim = 119911;+1*(facing=-1)
ID = 119911
pos = 0,-150
postype = p1  ;p2,front,back,left,right
facing =facing*-(facing=-1)
bindtime = -1; -1 forever
removetime = 2
scale = .7,.7
ontop = 1
ownpal = 1


[State 0, DN]
type = Explod
triggerall = var(50)=0;ai
triggerall = p2stateno = 9010 && numexplod(119913)<2 && ctrl
trigger1 = p2bodydist X = [20,80]
anim = 119913
ID = 119913
pos = 0,-150
postype = p1  ;p2,front,back,left,right
bindtime = -1; -1 forever
removetime = 2
scale = .7,.7
ontop = 1
ownpal = 1

[State 0, frend]
type = Explod
triggerall = var(50)=0;ai
triggerall = p2stateno = 9010 && numexplod(119914)<2 && ctrl
trigger1 =  p2bodydist X = (10,50]
anim = 119914
ID = 119914
pos = 0,-150
postype = p1  ;p2,front,back,left,right
facing = ifelse(facing=-1,-1,1)
vfacing = 1
bindtime = -1; -1 forever
removetime = 2
scale = .7,.7
ontop = 1
ownpal = 1

[State 0, mercy]
type = Explod
triggerall = var(50)=0;ai
triggerall = p2stateno = 9010 && numexplod(119915)<2 && ctrl
trigger1 =  p2bodydist X= [20,100]
anim = 119915
ID = 119915
pos = 0,-150
postype = p1  ;p2,front,back,left,right
facing = ifelse(facing=-1,-1,1)
vfacing = 1
bindtime = -1; -1 forever
removetime = 2
scale = .7,.7
ontop = 1
ownpal = 1

[State 0, brutal]
type = Explod
triggerall = var(50)=0;ai
triggerall = p2stateno = 9010 && numexplod(119916)<2 && ctrl
trigger1 =  p2bodydist X <= 3
anim = 119916
ID = 119916
pos = 0,-150
postype = p1  ;p2,front,back,left,right
facing = ifelse(facing=-1,-1,1)
vfacing = 1
bindtime = -1; -1 forever
removetime = 2
scale = .7,.7
ontop = 1
ownpal = 1



;========== sheborg  morph==============

[State 0, Sheborg]
type = VarSet
triggerall = var(50) = 0
trigger1 = fvar(10)!=[1,5]
trigger2= numexplod(991191)=1;ring
fv = 10
value = 1


[State 0, Sheborg];ring
type = VarSet
triggerall = var(50) = 0
trigger1= numexplod(991192)=1
fv = 10
value = 2

[State 0, Sheborg];ring
type = VarSet
triggerall = var(50) = 0
trigger1= numexplod(991193)=1
fv = 10
value =3

[State 0, Sheborg];ring
type = VarSet
triggerall = var(50) = 0
trigger1= numexplod(991194)=1
fv = 10
value = 4

[State 0, Sheborg]; varADD
type = Varset
triggerall = var(50) = 0
trigger1 = numexplod(991199)=1
fv = 10
value = ifelse(fvar(10)=4,1,fvar(10)+1)

[State 0, RemapPal]
type = RemapPal
triggerall = var(50) = 0
trigger1 = numexplod(991199)=1
trigger2 = numexplod (991191) = 1
trigger3 = numexplod (991192) = 1
trigger4 = numexplod (991193) = 1
trigger5 = numexplod (991194) = 1
trigger6 = stateno = 5900 && time = 0
source = 1,1
dest = 1,palno+fvar(10)-1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(991199)=1
id = 991199

[State 0, RemoveExplod];ring
type = RemoveExplod
trigger1 = numexplod(991191)=1
id = 991191

[State 0, RemoveExplod];ring
type = RemoveExplod
trigger1 = numexplod(991192)=1
id = 991192

[State 0, RemoveExplod];ring
type = RemoveExplod
trigger1 = numexplod(991193)=1
id = 991193

[State 0, RemoveExplod];ring
type = RemoveExplod
trigger1 = numexplod(991194)=1
id = 991194

;------------------------	---------------- AI	-----------	------------	------------



[State 0, AI morph];set 1 timer
type = VarSet
trigger1 = roundstate= 1
triggerall = var(50) > 0
triggerall = ailevel!=[6,8];not hard
fv = 11  
value = 1

[State 0, AI morph]; add1 timer
type = Varadd
trigger1 = roundstate= 2
triggerall = var(50) > 0
triggerall = ailevel!=[6,8];not hard
fv = 11    ;fv = 10
value = 1

[State 0, Sheborg]; explod-starter reaction
type = Explod
triggerall = ailevel!=[6,8];not hard
triggerall = var(50) > 0
triggerall = numexplod(991199)=0
trigger1 = fvar(11) > 500 && ctrl ;in game by timer
trigger2 = stateno=5900 && time = 10;round start
triggerall = numhelper(1601)=0 && numhelper(1620)=0 && numhelper(1700)=0 && numhelper(1901)=0 && var(17)=0 && p2stateno !=12001 && p2stateno!=1604 && p2stateno!=1303
anim = 888
ID = 991199
postype = p1  ;p2,front,back,left,right
removetime = -2
pausemovetime = 0
sprpriority = -7
removeongethit = 0

[State 0, Sheborg];set number of morph
type = VarSet
triggerall = ailevel!=[6,8];not hard
triggerall = var(50) > 0
trigger1 = numexplod(991199)=1
fv = 10
value = ifelse(Random>500, ifelse(Random>500,1,2), ifelse(Random>500,3,4))

[State 0, RemapPal]
type = RemapPal
triggerall = ailevel!=[6,8];not hard
triggerall = var(50) > 0
trigger1 = numexplod(991199)=1
source = 1,1
dest = 1,palno+fvar(10)-1

[State 0, AI morph];set 1 timer
type = VarSet
triggerall = ailevel!=[6,8];not hard
trigger1 =  numexplod(991199)=1
triggerall = var(50) > 0
fv = 11    ;fv = 10
value = 1

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = var(50) > 0
triggerall = ailevel!=[6,8];not hard
trigger1 =  numexplod(991199)=1
id = 991199

;-------WARMACHINE------

[State 0, Sheborg]; explod-starter reaction
type = Explod
triggerall = ailevel=[6,8]; hard
trigger1 = numexplod(9911996)=0
;trigger1 = fvar(10)!=5
;trigger2 = stateno=5900 && time = 10;round start
anim = 888
ID = 9911996
postype = p1  ;p2,front,back,left,right
removetime = -2
pausemovetime = 0
sprpriority = -7
removeongethit = 0

[State 0, RemapPal]
type = RemapPal
trigger1 =numexplod(9911996)=1
source = 1,1
dest = 1,9

[State 0, AI morph];set 1 timer
type = VarSet
trigger1 =numexplod(9911996)=1
fv = 10    ;fv = 10
value = 5

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =numexplod(9911996)=1
id = 9911996


;========== sheborg  morph  end==============

[State -2, dGo];sheborg anti teleport
type = RemoveExplod
trigger1 = MoveGuarded
trigger2 = p2stateno = 5120
trigger3 = p2stateno = [0,4999]
trigger4 = p2stateno = 120
trigger5 = p2stateno = 130
trigger6 = p2stateno = 9010
trigger6 = p2movetype = A
trigger6 = p2movetype = I
triggerall = time >= 1
ID = 12000



[State -2, run]
type = changeanim
trigger1 = stateno = 107 && time < 2 && numexplod(7082) != 0
value = 100
elem = 3

[State -2, Asser3t]
type = screenbound
trigger1 = numexplod(3333) > 0
value = 0
movecamera = 0,0

[State -2, Asser3t]
type = AssertSpecial
trigger1 = var(26) = 1
triggerall = 1
flag = invisible

[State -2, PIT1]
type = Helper
;triggerall = teammode != simul
;triggerall = teammode != single
;triggerall = teammode != turns
;triggerall = numpartner = 0
triggerall = p2stateno != 713
triggerall = p2stateno != 712
triggerall = stateno != 713
triggerall = stateno != 712
trigger1 = roundstate = 0
trigger2 = roundstate = 2
trigger3 = roundstate = 1
trigger4 = roundstate != 3
trigger5 = roundstate != 4
;triggerall = roundno = 1
;triggerall = time = 0
triggerall = time = 5
triggerall = var(30) = 10000
triggerall = NumHelper(4301) < 1
triggerall = var(24) = 0
triggerall = var(24) != 1
triggerall = var(58) = 0
triggerall = var(58) != 1
ID = 4301
stateno = 43001
pos = 25, -110
postype = left


[State -2, at]
type = Helper
trigger1 = roundstate = 0
trigger2 = roundstate = 2
triggerall = var(30) = 10005
triggerall = 1
triggerall = NumHelper(767) < 1
ID = 767
stateno = 767
pos = 670, -10
postype = Left

[State -2, 2at]
type = Helper
trigger1 = roundstate = 0
trigger2 = roundstate = 2
triggerall = var(30) = 10005
triggerall = 1
triggerall = NumHelper(768) < 1
ID = 768
stateno = 767
pos = -670, -15
postype = Right

[State -2, Finim]
type = Explod
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = 1
triggerall = var(30) = 10006
triggerall = NumExplod(14) < 1
anim = 888
ID = 14
pos = 156*const(size.xscale),80*const(size.xscale)
postype = left
bindtime = -1
facing = 1
sprpriority = 2
ontop = 1
ownpal = 1
removetime = -1

[State -2, Fn]
type = VelSet
trigger1 = NumExplod(18) = 1
trigger1 = 1
trigger1 = FrontEdgeDist <= 390
trigger2 = FrontEdgeDist >= 390
triggerall = var(30) = 10006
trigggerall = stateno = [0,9999]
X = 0

[State -2, Fin]
type = Changestate
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = 1
triggerall = var(30) = 10006
;triggerall = NumExplod(14) < 1
triggerall  = stateno = [0,650]
value = 770

[State 181, Finim]
type = Explod
triggerall = var(30) = 10006
trigger1 = 1
anim = F21
ID = 21
pos = 50,-140
postype = P1
;bindtime = -1
facing = 1
sprpriority = -5
;ontop = 1
ownpal = 1
removetime = -1

[State 181, Finim]
type = Null
trigger1 = var(30) = 10006
;trigger1 = 1
value = [0,650]

[State -2, Go2]
type = POSFREEZE
trigger1 = var(30) = 10006
trigger1 = life >= 1
VALUE = 1

[State -2, SUBWAY]
type = Explod
triggerall = time = 5
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = Numexplod(7878) = 0
triggerall = Numexplod(787) = 0
triggerall = var(30) = 10007
triggerall = var(6) = 0
anim = F78
ID = 7878
pos = 157,-25
postype = Left
facing = 1
removeongethit = 0
sprpriority = -4
ownpal = 0
time = -1
removetime = -1

[State -2, subwayy]
type = VarSet
triggerall = var(30) = 10007
trigger1 = movetype = A
trigger2 = movetype = H
trigger3 = movetype = A
trigger4 = movetype = H
trigger5 = Numexplod(787) = 1
trigger7 = Numexplod(7878) = 1
trigger9 = p2movetype = A
trigger10 = p2movetype = H
trigger11 = p2movetype = A
trigger12 = p2movetype = H
V = 6
value = 1

[State -2, SUBWAYexx]
type = Explod
triggerall = time = 6
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = Numexplod(787) = 0
triggerall = var(30) = 10007
triggerall = var(6) = 0
anim = F888
ID = 787
pos = 157,-25
postype = Left
facing = 1
removeongethit = 0
sprpriority = -4
ownpal = 0
time = -1
removetime = -1

[State -2,REMOVESUBWAY ]
type = REmoveexplod
trigger1 = stateno = 660
trigger2 = p2stateno = 660
trigger3 = stateno = 512
trigger4 = p2stateno = 512
ID = 7878

[State -2, coourty]
type = Explod
triggerall = time = 5
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = Numexplod(801) = 0
triggerall = Numexplod(802) = 0
triggerall = var(30) = 10010
triggerall = var(6) = 0
triggerall = p2name != "shao kahn,"
triggerall = p1name != "shao kahn,"
triggerall = p3name != "shao kahn,"
triggerall = p4name != "shao kahn,"
anim = F23
ID = 801
pos = 157,200
postype = Left
facing = 1
removeongethit = 0
sprpriority = -4
ownpal = 0
time = -1
removetime = -1
scale = .92,.92

[State -2, courtyexx]
type = Explod
triggerall = time = 6
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = Numexplod(802) = 0
triggerall = var(30) = 10010
triggerall = var(6) = 0
anim = F888
ID = 802
pos = 157,-25
postype = Left
facing = 1
removeongethit = 0
sprpriority = -4
ownpal = 0
time = -1
removetime = -1

[State -2, atasa]
type = Helper
trigger1 = roundstate = 0
trigger2 = roundstate = 2
triggerall = var(30) = 10008
triggerall = 1
triggerall = NumHelper(790) < 1
ID = 790
stateno = 790
pos = 950, 160
postype = Left

[State -2, pit3shao]
type = Explod
triggerall = time = 5
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = Numexplod(801) = 0
triggerall = Numexplod(802) = 0
triggerall = var(30) = 10002
triggerall = var(6) = 0
triggerall = p2name != "shao kahn,"
triggerall = p1name != "shao kahn,"
triggerall = p3name != "shao kahn,"
triggerall = p4name != "shao kahn,"
anim = F37
ID = 801
pos = 680,193
postype = Left
facing = 1
removeongethit = 0
sprpriority = -4
ownpal = 0
time = -1
removetime = -1

[State -2, THRONE]
type = Helper
triggerall = p2name != "shao kahn,"
triggerall = p2stateno != 713
triggerall = p2stateno != 712
triggerall = stateno != 713
triggerall = stateno != 712
trigger1 = roundstate = 0
trigger2 = roundstate = 2
trigger3 = roundstate = 1
triggerall = time = 5
triggerall = var(30) = 10016
triggerall = NumHelper(810) < 1
triggerall = var(24) = 0
triggerall = var(24) != 1
triggerall = var(58) = 0
triggerall = var(58) != 1
ID = 810
stateno = 810
pos = 161, -50
postype = left

[State -2, stageID ]
type = VarSet
;triggerall = var(59) < 3
triggerall = var(30) = 0
trigger1 = ScreenPos Y = 10000 ;pit I
trigger2 = ScreenPos Y = 10001 ;bellpit 
trigger3 = ScreenPos Y = 10002 ;pit III
trigger4 = ScreenPos Y = 10003 ;prison
trigger5 = ScreenPos Y = 10004 ;blood
trigger6 = ScreenPos Y = 10005 ;saw
trigger7 = ScreenPos Y = 10006 ;bonus
trigger8 = ScreenPos Y = 10007 ;subway
trigger9 = ScreenPos Y = 10008 ;press
trigger10 = ScreenPos Y = 10009 ;karena
trigger11 = ScreenPos Y = 10010 ;courtyard
trigger12 = ScreenPos Y = 10011 ;balcony
trigger13 = ScreenPos Y = 10012 ;golden
trigger14 = ScreenPos Y = 10013 ;shouse
trigger15 = ScreenPos Y = 10014 ;pit2
trigger16 = ScreenPos Y = 10015 ;tomb
trigger17 = ScreenPos Y = 10016 ;throne
v = 30
value = floor( ScreenPos Y )


[State -2, Aser]
type = AssertSpecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard

[State -2, Asert]
type = AssertSpecial
trigger1 = var(30) = 22
trigger2 = numexplod(4302) >= 1
flag = noBG
flag2 = noFG

[State -2, Balcony]
type = Helper
;triggerall = teammode != simul
triggerall = teammode != single
;triggerall = teammode != turns
triggerall = numpartner = 0
triggerall = p2stateno != 713
triggerall = p2stateno != 712
triggerall = stateno != 713
triggerall = stateno != 712
trigger1 = roundstate = 0
trigger2 = roundstate = 2
trigger3 = roundstate = 1
trigger4 = roundstate != 3
trigger5 = roundstate != 4
;triggerall = roundno = 1
;triggerall = time = 0
triggerall = 1
triggerall = var(30) = 10011
triggerall = NumHelper(711) < 1
triggerall = var(24) = 0
triggerall = var(24) != 1
triggerall = var(58) = 0
triggerall = var(58) != 1
ID = 711
stateno = 821
pos = 25, -110
postype = left

[State -2, balconyex2e]
type = VarSet
trigger1 = stateno = 713
trigger1 = p2stateno = 712
trigger2 = p2stateno = 713
trigger2 = stateno = 712
V = 22
value = 1

[State -2, balconyex2eds]
type = VarSet
trigger1 = stateno = 713
trigger1 = p2stateno = 712
trigger2 = p2stateno = 713
trigger2 = stateno = 712
V = 58
value = 1

[State -2, balconyex]
type = Explod
triggerall = numpartner = 0
triggerall = time = 0
triggerall = 1
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = Numexplod(712) < 1
triggerall = var(30) = 10011
anim = 888
ID = 712
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
bindtime = -1
facing = 1
sprpriority = 2
ontop = 1
ownpal = 1
removetime = -1


[State -2, ggg]
type = AssertSpecial
trigger1 = 1
flag = noairguard


[State -2, 34]
type = Playsnd
trigger1 = anim = 20 && animelem = 5
trigger2 = anim = 21 && animelem = 9
value = f20,12
volumescale = 200

[State -2, 34]
type = Playsnd
trigger1 = anim = 21 && animelem = 5
trigger2 = anim = 20 && animelem = 9
value = f20,11
volumescale = 200

[State -2, 34]
type = Playsnd
trigger1 = stateno = 40 && time = 1
value = f5,154

[State -2, 34]
type = Playsnd
trigger1 = animelem = 2 || animelem = 5 || animelem = 9
trigger1 = anim = [42,43]
value = f5,150

[State -2, 34]
type = Playsnd
trigger1 = anim = 100
trigger1 = animelem = 4 || animelem = 9
value = f5,320 + random%2
volumescale = 200



[State -2, 34]
type = Playsnd
triggerall = random%2 = 0
trigger1 = animelemtime(2) = 1
trigger1 = stateno = 600 || stateno = 610 || stateno = 620 || stateno = 400 || stateno = 420 || stateno = 240 || stateno = 430
trigger2 = stateno = 210 || stateno = 225
trigger2 = animelemtime(4) = 1
value = 2,13 + 3*(random%3 = 0)
channel = 3

[State -2, 34]
type = Playsnd
triggerall = animelemtime(2) = 1
triggerall = random%4 = 0
trigger1 = stateno = [200,201]
trigger2 = stateno = [220,221]
trigger3 = stateno = 245
trigger4 = stateno = 220
trigger5 = stateno = 410
value = 4,15
channel = 3

[State -2, 34]
type = Playsnd
triggerall = time = 3
triggerall = random%3 = 0
trigger1 = stateno = 240 || stateno = 430
value = 2,17
channel = 3


[State -2, 34]
type = Playsnd
triggerall = time = 0
trigger1 = p2stateno = [600,621]
triggerall = movetype = H
triggerall = stateno != [120,155]
value = 3,8 - 5*(random%3 > 0)
channel = 3

[State -2, 4]
type = Playsnd
triggerall = time = 1
trigger1 = Anim = 5000
trigger2 = Anim = 5010
trigger3 = Anim = 5020
triggerall = movetype = H
value = 3,8 - random%3
channel = 3
persistent = 1

[State -2, 4.1]
type = Playsnd
triggerall = Time = 1
triggerall = anim != [100, 300]
triggerall = anim != [5000, 5025]
triggerall = stateno != 12001
triggerall = p2stateno != 25
triggerall = anim != [5035, 5050]
triggerall = anim != [5080, 5100]
triggerall = anim != [5110, 9999]
triggerall = stateno != 5150
triggerall = p2stateno != 245
triggerall = p2stateno != 1001
triggerall = p2statetype != A
trigger1 = movetype = H
trigger1 = gethitvar(isbound) = 0
triggerall = p2stateno != [3000,3999]
triggerall = stateno != [9000,9999]
value = 3,0 + random%3
channel = 3




[State -2, jumpup]
type = null;PlaySnd
triggerall = anim = 40
trigger1 = time = 4
value = 3, 9
channel = 3

;[State -2, adddasa]
;type = assertspecial
;trigger1 = p2life <= 1 
;;trigger2 = life <= 1 
;triggerall = NumEnemy != 2
;trigger3 = stateno = 180
;flag = nomusic


[State -2, nd]
type = PlaySnd
triggerall = anim  = 441
trigger1 = animelem = 7
trigger2 = animelem = 9
value = F7,0
channel = 3

[State -2, ndsd]
type = PlaySnd
triggerall = anim  = 441
trigger1 = time = 2
channel = 4
value = 4,1

[State -2, 23ndsdert]
type = PlaySnd
triggerall = anim  = 441
trigger1 = time = 2
trigger2 = time = 4
channel = 5
value = 1,1

[State -2, nd34sd]
type = PlaySnd
triggerall = stateno  = 2457
trigger1 = time = 6
channel = 4
value = 4,1

[State -2, 23ndsd]
type = PlaySnd
triggerall = stateno  = 2457
trigger1 = time = 2
trigger2 = time = 4
channel = 5
value = 1,1


[State -2, Bolt]
type = EnvShake
triggerall = anim = 661
trigger1 = animelem = 8
trigger2 = animelem = 11
freq = 48
time = 10
ampl = 7

[State -2, ound]
type = PlaySnd
triggerall = anim = 661
trigger1 = Animelem = 11
value = F7, 0
volume = 100

[State -2, Bt]
type = Superpause
trigger1 = time = 8
trigger2 = time = 14
trigger3 = time = 20
trigger4 = time = 25
trigger5 = time = 28
trigger6 = time = 35
trigger7 = time = 42
trigger8 = time = 53
trigger9 = time = 66
triggerall = anim = 441
anim = 1
darken = 0
time = 0
pos = -5,-110



[State =2, Boltdfg]
type = Superpause
trigger1 = time = 8
trigger2 = time = 14
trigger3 = time = 20
trigger4 = time = 25
trigger5 = time = 28
trigger6 = time = 35
trigger9 = time = 66
triggerall = anim = 701
anim = 3
darken = 0
time = 0
pos = 10,-70

[State -2, Btdfg]
type = Superpause
trigger1 = time = 8
trigger2 = time = 14
trigger3 = time = 20
trigger4 = time = 25
trigger5 = time = 28
trigger6 = time = 35
trigger7 = time = 42
triggerall = anim = 701
anim = 1
darken = 0
time = 0
pos = 0,-65

[State -2, sh]
type = EnvShake
triggerall = anim = 441
trigger1 = Animelem = 7
trigger2 = Animelem = 9
freq = 110
time = 15
ampl = -10


[State -2, shdgf]
type = Playsnd
triggerall = anim = 701
trigger1 = Animelem = 4
trigger2 = Animelem = 6
value = F7,0

[State -2, shxcv]
type = EnvShake
triggerall = anim = 701
trigger1 = Animelem = 4
trigger2 = Animelem = 6
freq = 110
time = 15
ampl = -10


[State -2, shdfghfgf]
type = Playsnd
triggerall = anim = 701
trigger1 = time = 27
value = F7,0

[State -2, shfxcv]
type = EnvShake
triggerall = anim = 701
trigger1 = time = 27
freq = 80
time = 10
ampl = -10

; Carga completa al empezar los rounds
[State -2, cargabarra]
type = PowerAdd
trigger1 = RoundState != 2
value = 3000

[State -2, runbar]
type = VarSet
trigger1 = time = 0
v = 47
value = power

; recarga de barra de run

[State -2, cargabarra]
type = PowerAdd
trigger1 = command != "run"
trigger1 = command != "holdfwd"
trigger1 = var(47) > 0
trigger2 = command != "run"
trigger2 = command != "holdfwd"
trigger2 = NumExplod(7081) = 0
trigger2 = var(47) <= 0
trigger3 = command != "run"
trigger3 = command = "holdfwd"
trigger3 = var(47) > 0
trigger4 = command != "run"
trigger4 = command = "holdfwd"
trigger4 = NumExplod(7081) = 0
trigger4 = var(47) <= 0
trigger5 = command = "run"
trigger5 = command != "holdfwd"
trigger5 = var(47) > 0
trigger6 = command = "run"
trigger6 = command != "holdfwd"
trigger6 = NumExplod(7081) = 0
trigger6 = var(47) <= 0
triggerall = NumExplod(7080) = 0
value = power + (time*62);62.5 es en arcade


[State -3, Shake on Ground hit]
type = EnvShake
trigger1 = stateno = 5100
freq = 110
time = 10
ampl = -5

;=============================
[Statedef 19100]; VS screen
type    = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
anim = 888
ctrl = 0

[State 0, temp]
type = assertspecial
trigger1 = 1
flag = nobardisplay
flag2 = intro

[State 0, clear]
type = assertspecial
trigger1 = 1
flag = nomusic
flag2 = timerfreeze

[State 0, clear]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG

[State 0, offset]
type = varset
trigger1 = time = 0
v = 11
value = 146

[State 0, shadow]
type = Explod
trigger1 = time = 0 
anim = 9200
ID = 901
pos = ifelse(teamside = 1,-400,720),0
facing = ifelse(teamside = 1,1,-1)
postype = left
bindtime = -1
sprpriority = 6
removetime = -1


[State 0, base]
type = Explod
trigger1 = time = 0 
anim = 9200
ID = 900
pos = ifelse(teamside = 1,-400,720),0
facing = ifelse(teamside = 1,1,-1)
postype = left
bindtime = -1
scale = 0.75,0.75
ontop = 1
ownpal = 0
removetime = -1


[State 0, end]
type = selfstate
trigger1 = time = 0
value = 19101

