[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      ;blood  ;
guard.sparkno = -1   
KO.echo = 0;sex       ;
volume = 10
IntPersistIndex = 57
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  = 3.25
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 


;----------------------------------------------
;----------------------------------------------
[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=2030

[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 = 2001
triggerall = p2statetype = S && p2movetype = H
trigger1 = var(50) = 1 && random<(ailevel*100)





;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=2030

[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 = 2001
triggerall = p2statetype = S && p2movetype = H && var(50) = 0
trigger1 = var(50) = 1 && random<(ailevel*100)

[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 = -1
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    = A
movetype= A
physics = N
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =1
value = F5,156;F=common snd
volumescale = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =4
value = 2, ifelse(random>500,16,17)
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0 
triggerall=stateno!=prevstateno ;1
value = 25


[State 810, Bind 7]
type = TargetBind 
trigger1 = time = 0 
triggerall=stateno!=prevstateno ;1
pos = 80, 0
time = 1000

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 =animelem = 8,=3
value =26
ID = -1

[State 0, TargetDrop]
type = TargetDrop
trigger1 =animelem = 8,=3
excludeID = -1
keepone = 1
;ignorehitpause = 
;persistent = 




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


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

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

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

[State 0, aaa]
type = PlaySnd
trigger1 = time =0
triggerall = prevstateno !=stateno
value = 3,random%3;F=common snd
volumescale = 100
channel = 7

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 0
triggerall = prevstateno =stateno
channel = 7
;ignorehitpause = 
;persistent = 



[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0 && numexplod(888)=0
triggerall = prevstateno !=stateno
value = 26

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
triggerall = prevstateno =stateno
value = F5,0;F=common snd
volumescale = 100



[State 0, PosSet]
type = PosSet
trigger1 = time = 0
triggerall = prevstateno =stateno
y = var(57)

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
triggerall = prevstateno =stateno
x = 140

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


[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
triggerall = prevstateno =stateno
value = 5140



[State 820, 1]
type = envshake
Trigger1 = Time = 0
triggerall = prevstateno =stateno
ampl = 6
freq = 70
time = 12

[State 820, 1]
type = velset
Trigger1 = Time = 0
triggerall = prevstateno =stateno
x = -4
y = -11

[State 820, 1]
type = veladd
Trigger1 = Time > 0
triggerall = prevstateno =stateno
y = 1



[State 821, 4] ;Hit ground
type = SelfState
trigger1 = pos y >=var(57) -10&& vel y > 0
triggerall = prevstateno =stateno
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	power %d      %f"
params = palno, fvar(10),  fvar(11),numexplod(888) ,  var(17)

[State -2, invoff]
type = varset
triggerall = var(17) = 1
trigger1 = movetype = H
v = 17
value = 0
ignorehitpause = 1


[State 0, smoky]
type = Explod
trigger1 = var(17)=0
trigger1 = anim=0 & stateno= 0  & random>860 
anim =  ifelse(random>500,12033,12034)
ID = 12034
persistent=2
pos = 0,-110
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
vel = -.2,-.2
random = 4,4
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .3,.3
sprpriority = -7
ownpal = 1
removeongethit = 1
angle=random/3
trans = add
alpha =56,256






;
;[State 0, smoky]
;type = Explod
;;triggerall = palno = [7,12]
;trigger1 = gametime%3 = 1 && gethitvar(isbound) = 0
;triggerall = (var(26) = 0||numexplod(3777) > 0||numexplod(2199) > 0) && var(17) = 0
;triggerall = numexplod(30301) = 0
;triggerall = stateno != 12001
;triggerall = var(4) != 4
;anim =  ifelse(random>500,12033,12034)
;pos = -4,-85 +40*(statetype = C) -10*(statetype = A) +75*(statetype = L||stateno = 5150)*(numexplod(3777) = 0)
;postype = p1
;facing = 1-2*(random%2)
;vfacing = 1-2*(random%2)
;bindtime = 3
;vel = 0,-1.4
;accel = 0,0.01
;random = 6+80*(statetype = L||stateno = 5150)*(numexplod(3777) = 0), 60-20*(statetype = C)-50*(statetype = L||stateno = 5150)*(numexplod(3777) = 0)
;removetime = -2
;scale = .3,.3
;sprpriority = 3-4*(random%3>0)+3*(statetype = L|| stateno = 5150)
;ownpal = 1
;trans = sub
;removeongethit = 0
;ignorehitpause = 1
;angle=random
;
;[State 0, smoky]
;type = Explod
;;triggerall = palno = [1,6]
;trigger1 = gametime%2 = 0 && gethitvar(isbound) = 0
;triggerall = (var(26) = 0||numexplod(3777) > 0||numexplod(2199) > 0) && var(17) = 0
;triggerall = numexplod(30301) = 0
;triggerall = stateno != 12001
;triggerall = var(4) != 4
;anim =  ifelse(random>500,12033,12034)
;pos = -4,-80 +40*(statetype = C) -10*(statetype = A) +75*(statetype = L||stateno = 5150)*(numexplod(3777) = 0)
;postype = p1
;facing = 1-2*(random%2)
;vfacing = 1-2*(random%2)
;bindtime = 3
;vel = 0,-1.4
;accel = 0,0.01
;random = 6+80*(statetype = L||stateno = 5150)*(numexplod(3777) = 0), 60-20*(statetype = C)-50*(statetype = L||stateno = 5150)*(numexplod(3777) = 0)
;removetime = -2
;scale = .3,.3
;sprpriority = 3-4*(random%3=0)+3*(statetype = L|| stateno = 5150)
;ownpal = 1
;removeongethit = 0
;ignorehitpause = 1
;trans=add
;angle=random

[State 0, agressorOFF]
type = VarSet
trigger1 = 1
v =24
value = 2

[State 0, agressorOFF]
type = PowerSet
trigger1 = 1
value = 0






[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
trigger2 = var(17) = 1
triggerall = 1
flag = invisible
ignorehitpause = 1

[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 = f5,157

[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
trigger1 = time = 0
trigger1 = stateno = 5000 || stateno = 5010 || stateno = 5020 || stateno = 5080
trigger2 = anim = 5070 && animelemtime(1) = 1
triggerall = movetype = H
value = 3,6 +random%3; - разброс, соответствующий звукам для "обычного" удара по персонажу
channel = 3

[State -2, 34]
type = Playsnd
triggerall = time = 0
trigger1 = stateno = 5000 || stateno = 5010 || stateno = 5020 || stateno = 5080
trigger1 = gethitvar(hittime) > 16||gethitvar(yvel) < -1
trigger1 = gethitvar(fall.recover) = 0 || gethitvar(yvel) <= -9
trigger2 = stateno = 21238 || stateno = 21239
trigger2 = gethitvar(fall.recover) = 1
triggerall = movetype = H
triggerall = p2stateno >= 240 || gethitvar(hittime) > 20 || gethitvar(yvel) <= -8
value = 3,0 +random%3; - разброс, соответствующий звукам для "сильного" удара по персонажу
channel = 3

[State -2, 34]
type = Playsnd
triggerall = time = 0
trigger1 = p2stateno = [600,621]
triggerall = movetype = H && stateno = [5000,5020]
value = 3,8 - ifelse(random%3 > 0, 5, random%3); нужно, если у вашего персонажа есть звук для получения удара ногой в прыжке
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



[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

