;------------------
[Statedef 2003]; kombo starter - mileena
type    = S
movetype= A
physics = S
ctrl = 0
velset = 10,0
anim = 2011
sprpriority = 2
facep2 = 1

[State var]
type = varset
trigger1 = !animtime
trigger2 = !time
v = 11
value = 0


[State var]
type = selfstate
trigger1 = p2stateno = 9010
value = 2210


[State sound]
type = PlaySnd
trigger1 = moveguarded = 2
value = s20,3
ignorehitpause = 1


[State ]
type = Hitdef
trigger1 = !movecontact
damage = 160,30
getpower = 0,0
givepower = 0,0
pausetime = 2,2
attr = S,NA
hitflag = MA
guardflag = M
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = s20,2
guardsound = 5,14
ground.type = low
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 17
guard.hittime = 15
ground.velocity = -1, 0
air.velocity = -3.5, -6
guard.velocity = -9.5
air.cornerpush.veloff = -5
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
guard.cornerpush.veloff = -25
p2facing = 1
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
forcestand = 1

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

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

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

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

[State shake]
type = envshake
trigger1 = movecontact
time = 12
freq = 110
ampl = 4
persistent = 0

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

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



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

[State ]
type = Helper
trigger1 = movehit && !numhelper(26) && p2statetype != A
helpertype = Normal
ID = 26
stateno = 27
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State var]
type = varset
trigger1 = time > 3 && command = "x"
trigger1 = var(50) = 0
v = 11
value = 1

[State var]
type = selfstate
triggerall = (movecontact = [1,7])
trigger1 = var(11) = 1
trigger2 = var(50) = 1 && random%8 < AILevel
value = 2004


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


;---------------
;Mileena - Dial-a-combo set 1

[Statedef 2004]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 2

[State var]
type = varset
trigger1 = animelemno(0) = 1
trigger2 = !animtime
trigger3 = !time
v = 11
value = 0

[State 620, 145]
type = Poweradd
trigger1 = 1
value = -200
ignorehitpause = 1


[State ]
type = movehitreset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(2) < 0

[State 8000, Power bloker]
type = Explod
trigger1 = time = 0
anim = 888
pos = 0,0
postype = p1
ID = 7080
sprpriority  = 1
removetime = 100
ignorehitpause = 1

[State ]
type = posadd
trigger1 = animelem = 2
x = 10

[State sound]
type = PlaySnd
trigger1 = moveguarded = 2
value = s20,3
ignorehitpause = 1

[State ]
type = Helper
trigger1 = movehit && !numhelper(27) && p2statetype != A
trigger1 = anim = 2012
helpertype = Normal
ID = 27
stateno = 27
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State ]
type = Helper
trigger1 = movehit && !numhelper(28) && p2statetype != A
trigger1 = anim = 2013
helpertype = Normal
ID = 28
stateno = 27
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State ]
type = Helper
trigger1 = movehit && !numhelper(29)
trigger1 = anim = 2014
helpertype = Normal
ID = 29
stateno = 27
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State sound]
type = PlaySnd
trigger1 = animelem = 3
value = f5, 20

[State ]
type = Hitdef
trigger1 = anim = [2012,2013]
triggerall = !movecontact
damage = 70,10
getpower = 0,0
givepower = 0,0
pausetime = 0,4
attr = S,SA
guardflag = M
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = s20,2
guardsound = 5,14
ground.type = high
air.type = high
ground.slidetime = 10
ground.hittime = 21
ground.velocity = 0, 0
guard.velocity = -4
air.velocity = -5, -3
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
forcestand = 1

[State ]
type = Hitdef
trigger1 = anim = 2015
triggerall = !movecontact
damage = 70,10
getpower = 0,0
givepower = 0,0
pausetime = 2,6
attr = S,SA
guardflag = M
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,101
guardsound = 5,14
ground.type = high
air.type = high
ground.slidetime = 10
ground.hittime = 21
ground.velocity = 0, 0
guard.velocity = -4
air.velocity = -5, -3
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
forcestand = 1

[State var]
type = targetvelset
trigger1 = movehit && target,stateno = [5000,5012]
triggerall = anim != 2014
x = -2

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

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

[State 430, 2]
type = HitDef
trigger1 = !MoveContact && anim = 2014
attr = S, NA
damage    = 70, 10
animtype  = Back
hitflag = MAF ;HAF
guardflag = HL
pausetime = 0,2
sparkno = -1
sparkxy = -18,-100
guard.sparkno = -1
hitsound   = s20,2
p2facing = 1
guardsound = 5,14
ground.cornerpush.veloff = -30
ground.type = High
guard.ctrltime = 20
guard.slidetime = 20
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,-8
air.velocity = -4,-8
yaccel = 0.5
envshake.time = 15
envshake.freq = 70
envshake.ampl = 7
fall.recover = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
priority = 1, Miss


[State ]
type = changeanim
triggerall = roundstate = 2
trigger1 = anim = 2011
triggerall = p2bodydist x < 10
triggerall = time = 1
value = 2012

[State var]
type = varset
triggerall = animelemtime(2) > 0 && var(11) = 0 && anim = 2012
trigger1 = command = "y"
trigger2 = movecontact && var(50) = 1 && random%12 < AILevel
v = 11
value = 2

[State var]
type = varset
triggerall = animelemtime(2) > 0 && var(11) = 0
trigger1 = anim = 2012 && command = "a" && command = "holdup"
trigger2 = anim = 2013 && command = "a" && command = "holddown"
trigger3 = anim = 2015 && command = "y"
trigger4 = movecontact && var(50) = 1 && random%8 < AILevel
trigger4 = anim = 2015 || anim = [2012,2013]
v = 11
value = 1


[State var]
type = targetstate
triggerall = movecontact && win
trigger1 = anim != 2014
value = 21299
persistent = 0

[State 2, haha!]
type = Helper
triggerall = movehit
trigger1 = anim = 2014
stateno = 499
persistent = 0
ignorehitpause = 1


[State shake]
type = envshake
triggerall = movecontact = [1,2]
trigger1 = anim != 2014
trigger2 = moveguarded
time = 12
freq = 110
ampl = 4


[State ]
type = changeanim
triggerall = roundstate = 2
triggerall = (movecontact = [1,7]) && animelemtime(2) > 0
trigger1 = var(11) = 1 && anim = 2012
value = 2013

[State ]
type = changeanim
triggerall = roundstate = 2
triggerall = (movecontact = [1,7]) && animelemtime(2) > 0
trigger1 = var(11) = 1 && anim = 2013
value = 2014

[State ]
type = changeanim
triggerall = roundstate = 2
triggerall = (movecontact = [1,7]) && animelemtime(2) > 0
trigger1 = var(11) = 2 && anim = 2012
value = 2015


[State ]
type = changestate
triggerall = roundstate = 2
triggerall = (movecontact = [1,7]) && animelemtime(2) > 0
trigger1 = var(11) = 1 && anim = 2015
value = 2103

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

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



;=======
;knee kombo starter
[Statedef 2101]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 10,0
anim = 2101
sprpriority = 2
facep2 = 1


[State var]
type = varset
trigger1 = !animtime
trigger2 = !time
v = 11
value = 0


[State sound]
type = PlaySnd
trigger1 = time = 4
value = f5, 20



[State ]
type = Hitdef
trigger1 = !movecontact
damage = 180,30
getpower = 0,0
givepower = 0,0
pausetime = 2,2
attr = S,NA
hitflag = MA
guardflag = M
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,101
guardsound = 5,14
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 17
guard.hittime = 15
ground.velocity = -1, 0
air.velocity = -3.5, -6
guard.velocity = -9.5
air.cornerpush.veloff = -5
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
guard.cornerpush.veloff = -25
forcestand = 1
p2facing = 1
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)

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

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

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

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

[State shake]
type = envshake
trigger1 = movecontact = [1,2]
time = 12
freq = 110
ampl = 4

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

;sigue ke te sigue
[State 1610, 1]
type = PosAdd
triggerall = time = 0 && (prevstateno = 601 || prevstateno = 611)
trigger1 = P2bodyDist X > 4
x = p2bodydist x - 4


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


[State var]
type = varset
triggerall = var(11) = 0
trigger1 = time > 3 && command = "y"
trigger1 = var(50) = 0
v = 11
value = 1

[State var]
type = selfstate
triggerall = (movecontact = [1,7])
trigger1 = var(11) = 1
trigger2 = var(50) = 1 && random%8 < AILevel
value = 2103


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



;------
;Dial-a-combo set 2 - mileena
[Statedef 2103]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 2

[State var]
type = varset
trigger1 = animelemno(0) = 1
trigger2 = !animtime
trigger3 = !time
v = 11
value = 0

[State 620, 145]
type = Poweradd
trigger1 = 1
value = -200
ignorehitpause = 1


[State ]
type = movehitreset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(2) < 0

[State 8000, Power bloker]
type = Explod
trigger1 = time = 0
anim = 888
pos = 0,0
postype = p1
ID = 7080
sprpriority  = 1
removetime = 50
ignorehitpause = 1

[State ]
type = posadd
trigger1 = animelem = 2 && anim != 2106
x = 10

[State ]
type = Helper
trigger1 = anim = 2102
trigger1 = movehit && !numhelper(27) && p2statetype != A
ID = 27
stateno = 27
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1

[State ]
type = Helper
trigger1 = anim = 2104
trigger1 = movehit && !numhelper(27) && p2statetype != A
ID = 28
stateno = 27
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1

[State ]
type = Helper
trigger1 = anim = 2106
trigger1 = movehit && !numhelper(29)
ID = 29
stateno = 28
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1

[State ]
type = Hitdef
triggerall = anim = 2102
trigger1 = !movecontact
damage = 70,10
getpower = 0,0
givepower = 0,0
pausetime = 2,4
attr = S,SA
guardflag = M
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,100
guardsound = 5,14
ground.type = low
air.type = high
ground.slidetime = 12
ground.hittime = 20
ground.hittime = 16
ground.velocity = 0, 0
guard.velocity = -3
air.velocity = -5, -3
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
forcestand = 1

[State ]
type = Hitdef
triggerall = anim = 2104
trigger1 = !movecontact
damage = 70,10
getpower = 0,0
givepower = 0,0
pausetime = 1,6
attr = S,SA
guardflag = M
animtype = high
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,106
guardsound = 5,14
ground.type = high
air.type = high
ground.slidetime = 12
ground.hittime = 20
ground.hittime = 16
ground.velocity = 0, 0
guard.velocity = -4
air.velocity = -5, -3
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
forcestand = 1

[State 240, 2]
type = HitDef
trigger1 = !movecontact && anim = 2106
attr = S, NA
animtype  = Back
damage    = 70, 10
guardflag = HL
hitflag = MAF
pausetime = 6,2
sparkno = -1
;sparkxy = -55,-95
guard.sparkno = -1
hitsound = 5,21
guardsound = 5,14
ground.type = High
ground.slidetime = 30
p2facing = 1
guard.ctrltime = 20
guard.slidetime = 20
ground.hittime  = 30
ground.velocity = -4,-8            
air.velocity = -4,-8
air.hittime = 17  
ground.cornerpush.veloff = -35
fall.recover = 0
envshake.time = 15
envshake.freq = 70
envshake.ampl = 7
yaccel = 0.5
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
priority = 1, Miss

[State 2, Roundhouseblood]
type = Helper
triggerall = movehit
trigger1 = anim = 2107
triggerall = numhelper(30) < 1
ID = 30
stateno = 28
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1


[State 240, 2]
type = HitDef
trigger1 = !movecontact && anim = 2107
attr = S, NA
animtype  = Back
damage    = 30, 10
guardflag = HL
hitflag = MAF
pausetime = 6,2
sparkno = -1
;sparkxy = -55,-95
guard.sparkno = -1
hitsound = 5,21
guardsound = 5,14
ground.type = High
ground.slidetime = 30
p2facing = 1
guard.ctrltime = 20
guard.slidetime = 20
ground.hittime  = 30
ground.velocity = -2,-12            
air.velocity = -2,-12
air.hittime = 17  
ground.cornerpush.veloff = -35
fall.recover = 0
envshake.time = 15
envshake.freq = 70
envshake.ampl = 7
yaccel = 0.375
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
priority = 1, Miss

[State var]
type = targetvelset
trigger1 = movehit && target,stateno = [5000,5012]
triggerall = anim != [2106,2107]
x = -2

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

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

[State 430, 1]
type = PlaySnd
trigger1 = anim = 2102 && animelem = 2
trigger2 = anim = 2104 && animelem = 4
value = F5, 151

[State 430, 1]
type = PlaySnd
trigger1 = anim = 2106 && animelem = 4
value = F5, 155
volumescale = 200

[State 430, 1]
type = PlaySnd
trigger1 = anim = 2107 && animelem = 5
value = F5, 151
volumescale = 200

[State var]
type = targetstate
trigger1 = anim != [2106,2107]
trigger1 = movecontact && win
value = 21299
persistent = 0

[State 2, haha!]
type = Helper
triggerall = movehit
trigger1 = anim = [2106,2107]
stateno = 499
persistent = 0
ignorehitpause = 1

[State shake]
type = envshake
triggerall = movecontact = [1,2]
trigger1 = anim != [2106,2107]
trigger2 = moveguarded
time = 12
freq = 110
ampl = 4

[State ]
type = changeanim
triggerall = roundstate = 2
trigger1 = anim = 2101
trigger1 = p2bodydist x < 10
trigger2 = anim = 2015
triggerall = time = 1
value = 2102



[State var]
type = varset
triggerall = animelemtime(2) > 0 && var(11) = 0
trigger1 = var(50) = 0 && anim = 2102 && command = "b" && command = "holdup"
trigger2 = var(50) = 0 && anim = 2104 && command = "y" && command = "holdup"
trigger3 = movecontact && var(50) = 1 && random%12 < AILevel
trigger3 = anim = [2102,2104]
v = 11
value = 1

[State var]
type = varset
triggerall = animelemtime(2) > 0 && var(11) = 0 && anim = 2102
trigger1 = var(50) = 0 && command = "sp0"
trigger2 = movecontact && var(50) = 1 && random%8 < AILevel
v = 11
value = 2

[State ]
type = changeanim
triggerall = roundstate = 2
triggerall = (movecontact = [1,7]) && animelemtime(2) > 0
trigger1 =  var(11) = 1 && anim = 2102
value = 2104

[State ]
type = changeanim
triggerall = roundstate = 2
triggerall = (movecontact = [1,7]) && animelemtime(2) > 0
trigger1 =  var(11) = 2 && anim = 2102
value = 2107

[State ]
type = changeanim
triggerall = roundstate = 2
triggerall = (movecontact = [1,7]) && animelemtime(2) > 0
trigger1 =  var(11) = 1 && anim = 2104
value = 2106

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


