[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 = 27     ;
ground.front = 23    ;
air.back = 20        ;
air.front = 20       ;P
z.width = 3          ;P
height = 125	      
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;-3.4
jump.fwd = 4;3.4

[Movement]
airjump.num = 0      
airjump.height = 0  ;
yaccel = .58;.45
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, 23]
type = Selfstate
value = 2009
triggerall = p2statetype = S && p2movetype = H
trigger1 = command = "x"
trigger2 = var(50) = 1 && random%9 < AILevel 

[State -1, 2]
type = Selfstate
value = 2101
triggerall = p2statetype = S && p2movetype = H
trigger1 = command = "y" || command = "b"
trigger2 = var(50) = 1 && random%12 < 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, 23]
type = Selfstate
value = 2009
triggerall = p2statetype = S && p2movetype = H
trigger1 = command = "x"
trigger2 = var(50) = 1 && random%9 < AILevel

[State -1, 2]
type = Selfstate
value = 2101
triggerall = p2statetype = S && p2movetype = H
trigger1 = command = "y" || command = "b"
trigger2 = var(50) = 1 && random%12 < AILevel && AILevel < 7


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

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

[Statedef 24]
type    = S
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    = S
movetype= A
physics = N
anim = 25
sprpriority = 2

[State -2, 34]
type = Playsnd
trigger1 = animelem = 2
value = f5,141
persistent = 0

[State -2, 34]
type = Playsnd
trigger1 = animelem = 5
value = f7,0
volumescale = 200
persistent = 0

[State -2, 34]
type = envshake
trigger1 = animelem = 5
freq = 70
time = 16
ampl = 2
persistent = 0

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


[State 810, Bind 7]
type = TargetBind
trigger1 = animelem = 2
pos = 0, 0
time = 19

[State 810, State End]
type = posadd
trigger1 = time = 40
x = -12

[State 810, State End]
type = changeanim
trigger1 = time = 40
value = 5120
elem = 2

[State 810, State End]
type = playerpush
trigger1 = 1
value = 0

[State 810, State End]
type = ChangeState
trigger1 = anim = 5120 && Animtime =  0
value = 0
ctrl = 1

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

[Statedef 26]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = nothitby
Trigger1 = Time < 3
value = SCA

[State 820, 1]
type = ChangeAnim
Trigger1 = Time < 3 && animtime = 0
value = 5005

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 3
value = 26

[State 820, 4351]
type = posAdd
Trigger1 = anim = 26 && animelem = 7
x = 80
y = -20

[State 820, 4351]
type = velAdd
Trigger1 = anim = 26 && animelem = 7
x = 8

[State 820, 4351]
type = velAdd
Trigger1 = anim = 26 && animelemtime(7) > 0
y = 0.375

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = pos y >= var(57) && vel y > 0 && animelemtime(7) > 0
value = 5110

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

[Statedef 33]
type    = S
movetype= A
physics = N
anim = 28
sprpriority = 2

[State -2, 34]
type = Playsnd
trigger1 = animelem = 3
value = f5,14

[State -2, 34]
type = Playsnd
trigger1 = animelem = 3
value = f5,156
volumescale = 90

[State 810, State End]
type = posadd
trigger1 = time = 0 && backedgedist > 45
x = -30

[State 810, Bind 7]
type = TargetBind
trigger1 = animelem = 3
pos = 0, 0
time = 19

[State 5110, 4]
type = targetlifeadd
trigger1 = animelem = 9 && ifelse(var(9) = 0, 1, (target,life > 320))
value = -320

[State 5110, 4]
type = targetlifeadd
trigger1 = animelem = 9 && var(9) != 0
trigger1 = target,life <= 320
trigger1 = target,life > 1
value = -(target,life - 1)
kill = 0

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

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

[Statedef 34]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 820, 1]
type = nothitby
Trigger1 = Time < 6
value = SCA

[State 820, 1]
type = ChangeAnim
Trigger1 = Time < 6 && animtime = 0
value = 5005

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 6
value = 29

[State 820, 4351]
type = posadd
Trigger1 = anim = 29 && animtime = 0
x = 50

[State 821, 4] ;Hit ground
type = changeState
trigger1 = anim = 29 && animtime = 0
value = 32

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

[Statedef 35]
type    = S
movetype= A
physics = N
anim = 30
sprpriority = 1

[State -2, 34]
type = Playsnd
trigger1 = animelem = 3
value = f5,140

[State -2, 34]
type = Playsnd
trigger1 = animelem = 6
value = f5,20
volumescale = 200

[State 810, Bind 7]
type = TargetBind
trigger1 = animelem = 3
pos = 0, 0
time = 15

[State 810, State End]
type = turn
trigger1 = Animtime =  0

[State 5110, 4]
type = targetlifeadd
trigger1 = animelem = 9 && ifelse(var(9) = 0, 1, (target,life > 320))
value = -320

[State 5110, 4]
type = targetlifeadd
trigger1 = animelem = 9 && var(9) != 0
trigger1 = target,life <= 320
trigger1 = target,life > 1
value = -(target,life - 1)
kill = 0

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

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

[Statedef 36]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 820, 1]
type = nothitby
Trigger1 = Time < 6
value = SCA

[State 820, 1]
type = ChangeAnim
Trigger1 = Time < 6 && animtime = 0
value = 5005

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 6
value = 31

[State 820, 1]
type = sprpriority
Trigger1 = Time = 6
value = 2

[State 820, 4351]
type = posadd
Trigger1 = anim = 31 && animtime = 0
x = 100

[State 821, 4] ;Hit ground
type = changeState
trigger1 = anim = 31 && animtime = 0
value = 32

;-- fall
[Statedef 32]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0
anim = 5170

[State -2, 34]
type = Playsnd
trigger1 = time = 0
value = f7,1

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

[State 820, 1]
type = envshake
Trigger1 = Time = 0 && prevstateno = 36
ampl = 8
freq = 90
time = 16

[State 820, 1]
type = veladd
Trigger1 = Time = 0
x = 3
y = -6+0.5*(prevstateno = 34)

[State 820, 1]
type = veladd
Trigger1 = Time > 0
y = 0.5

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = pos y > 0 && vel y > 0
value = 5110

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













;=======================
[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 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 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, rem]
type = removeExplod
triggerall = numexplod(1444) > 0
trigger1 = enemy,ctrl
trigger2 = p2stateno = 5120 && p2statetype != L
trigger3 = p2stateno = [0,180)
ID = 1444
ignorehitpause = 1

[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 = 10
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 = F5,15
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 = 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 = 3
darken = 0
time = 0
pos = 0,-110

[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

