;================================================================================
;              ANDY BOGARD: Parte 2... Golpes y patads simples.
;================================================================================
;EN PIE
;================================================================================
;Golpe Debil
[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
poweradd = 0
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 102,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0

[State 200, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 37
animtype = light
hitflag = MAF
guardflag = MA
sparkno = S4040
guard.sparkno = S4110
sparkxy = -10,-85
hitsound = S200,0
guardsound = S3,0
pausetime = 12,13
ground.hittime = 9
ground.type = high
ground.slidetime = 9
ground.velocity = -6.3
air.velocity = -3,-4
hit.priority = 1

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Golpe Debil (corta distancia)
[Statedef 205]
type = S
movetype = A
physics = S
anim = 201
poweradd = 0
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 102,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,0

[State 200, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 38
animtype = light
hitflag = MAF
guardflag = MA
sparkno = S4040
guard.sparkno = S4110
sparkxy = -15,-75
hitsound = S200,0
guardsound = S3,0
pausetime = 12,13
ground.hittime = 9
ground.type = high
ground.slidetime = 9
ground.velocity = -6.3
air.velocity = -3,-4
hit.priority = 1

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Patada Debil
[Statedef 210]
type = S
movetype = A
physics = S
anim = 230
juggle = 10
poweradd = 0
velset = 0
ctrl = 0
facep2 = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 102,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 37
animtype = light
hitflag = MAF
guardflag = MA
sparkxy = -10,-85
sparkno = S4040
guard.sparkno = S4110
hitsound = S200,1
guardsound = S3,0
pausetime = 12,13
ground.hittime = 9
ground.type = high
ground.slidetime = 9
ground.velocity = -6.3
air.velocity = -3,-4
hit.priority = 1

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Patada Debil (corta distancia)
[Statedef 215]
type = S
movetype = A
physics = S
anim = 231
poweradd = 0
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 102,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,0

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 38
animtype = light
hitflag = MAF
guardflag = MA
sparkxy = -20,-60
sparkno = S4040
guard.sparkno = S4110
hitsound = S200,1
guardsound = S3,0
pausetime = 13,12
ground.hittime = 9
ground.type = low
ground.slidetime = 9
ground.velocity = -6.3
air.velocity = -3,-4
hit.priority = 1

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Golpe Fuerte
[Statedef 220]
type = S
movetype = A
physics = S
anim = 210
juggle = 10
poweradd = 0
velset = 0
ctrl = 0
facep2 = 1

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 102,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,1

[State 220, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 67
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S4050
guard.sparkno = S4110
sparkxy = -10,-71
hitsound = S200,2
guardsound = S3,0
pausetime = 12,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -3,-4
hit.priority = 1
hit.getpower = 10

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Golpe fuerte (corta distancia)
[Statedef 225]
type = S
movetype = A
physics = S
anim = 211
poweradd = 0
velset = 0
juggle = 10
ctrl = 0
facep2 = 1

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 102,1

[State 220, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage = 32
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S4050
guard.sparkno = S4110
sparkxy = -25,-89
hitsound = S200,2
guardsound = S3,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -8.3
air.velocity = -3,-4
hit.priority = 1
hit.getpower = 6

[State 220, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
damage = 38
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S4050
guard.sparkno = S4110
sparkxy = -25,-89
hitsound = S200,2
guardsound = S3,0
pausetime = 11,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -3,-4
hit.priority = 1
hit.getpower = 6

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Patada fuerte
[Statedef 230]
type = S
movetype = A
physics = S
anim = 240
poweradd = 0
juggle = 10
velset = 0
ctrl = 0
face2 = 1

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 102,1

[State 220, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 67
animtype = medium
hitflag = MAF
guardflag = HA
sparkno = S4050
guard.sparkno = S4110
sparkxy = -5,-70
hitsound = S200,3
guardsound = S3,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -3,-6
yaccel = .5
air.cornerpush.veloff = 0
hit.priority = 1
hit.getpower = 10

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Patada fuerte (corta distancia)
[Statedef 235]
type = S
movetype = A
physics = S
anim = 241
poweradd = 0
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 4
;trigger2 = AnimElem = 5
value = 2,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 102,1

[State 220, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 69
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S4050
guard.sparkno = S4110
sparkxy = -25,-80
hitsound = S200,3
guardsound = S3,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -3,-4
hit.priority = 1
hit.getpower = 10

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
; Boton más direccion
;================================================================================
;Adelante + Patada chica
[Statedef 240]
type = A
movetype = A
physics = N
anim = 1400
poweradd = 30
velset = 0
juggle = 10
ctrl = 0
facep2 = 1

[State 1400, 0]
type = PlaySnd
trigger1 = Time = 12
value = S2, 1

[State 1400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1,1

[State 1400, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 70
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 1, Hit
pausetime = 12, 12
sparkno = S4040
guard.sparkno = S4110
sparkxy = 0,-60
hitsound   = S200,3
guardsound = S3,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
;air.hittime = 12

[State 1400, 0]
type = Velset
trigger1 = Time = 6
trigger1 = AnimTime < 27
x = 4
y = -6

[State 1400, 0]
type = VelAdd
trigger1 = Time >= 6
trigger1 = AnimTime < 27
x = 0
y = .52

[State 1400, 0]
type = VelSet
trigger1 = Time >= 27
x = 0
y = 0

[State 1400, 0]
type = PosSet
trigger1 = Time = 27
y = 0

[State 1401, 0]
type = PlaySnd
trigger1 = AnimElem = 9
value = S0,2

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 245]
type = C
movetype = A
physics = S
anim = 1401
poweradd = 30
velset = 0
ctrl = 0
facep2 = 1

[State 1401, 1]
type = PlaySnd
trigger1 = AnimElem  = 3
value = 1,1

[State 1401, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2,0

[State 1401, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype  = Medium
damage    = 30
givepower = 10, 5
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkno = S4040
guard.sparkno = S4110
sparkxy = 0,-78
hitsound   = S200, 2
guardsound = S3,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2.5,-4

[State 1401, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
animtype  = Medium
damage    = 35
givepower = 10, 5
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkno = S4040
guard.sparkno = S4110
sparkxy = 0,-78
hitsound   = S200, 2
guardsound = S3,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2.5,-4

[State 1401, 4]
type = SprPriority
trigger1 = AnimElem = 3
value = 2

[State 1401, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 250]
type = S
movetype = A
physics = S
anim = 1401
poweradd = 0
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

[State 220, 1]
type = Posadd
trigger1 = AnimElem = 3
x = 8

[State 1401, 1]
type = PlaySnd
trigger1 = AnimElem  = 3
value = 1,1

[State 1401, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2,0

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 25
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S4040
guard.sparkno = S4110
sparkxy = 0,-78
hitsound = S200,3
guardsound = S3,0
pausetime = 12,13
ground.hittime = 14
ground.type = low
ground.slidetime = 14
ground.velocity = -1
air.velocity = -3,-4
hit.priority = 1
hit.getpower = 6

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 25
animtype = hard
hitflag = MAF
guardflag = HA
sparkno = S4040
guard.sparkno = S4110
sparkxy = 0,-78
hitsound = S200,3
guardsound = S3,0
pausetime = 10,10
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -2.3
air.velocity = -2,-4
air.fall = 1
hit.priority = 1
hit.getpower = 6
fall.recover = 1

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
; AGACHADO
;================================================================================
; Golpe debil
[Statedef 400]
type = C
movetype = A
physics = C
anim = 400
poweradd = 0
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 102,0

[State 200, 2]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = 35
animtype = light
hitflag = MAF
guardflag = M
sparkno = S4040
guard.sparkno = S4110
sparkxy = -15,-60
hitsound = S200,0
guardsound = S3,0
pausetime = 12,13
ground.hittime = 9
ground.type = low
ground.slidetime = 9
ground.velocity = -6.3
air.velocity = -3,-4
hit.priority = 1

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;Patada Debil
[Statedef 410]
type = C
movetype = A
physics = C
anim = 430
juggle = 10
poweradd = 0
velset = 0
ctrl = 0
facep2 = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 102,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 35
animtype = light
hitflag = MAF
guardflag = L
sparkxy = -20,-5
sparkno = S4040
guard.sparkno = S4110
hitsound = S200,1
guardsound = S3,0
pausetime = 12,13
ground.hittime = 9
ground.type = low
ground.slidetime = 9
ground.velocity = -6.3
air.velocity = -3,-4
hit.priority = 1

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;Golpe Fuerte
[Statedef 420]
type = C
movetype = A
physics = C
anim = 410
poweradd = 0
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 102,1

[State 220, 2]
type = HitDef
trigger1 = animelem = 4
attr = C, NA
damage = 65
animtype = medium
hitflag = MAF
guardflag = M
sparkno = S4050
guard.sparkno = S4110
sparkxy = -20,-60
hitsound = S200,2
guardsound = S3,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -3,-4
hit.priority = 1
hit.getpower = 10

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;Patada fuerte
[Statedef 430]
type = C
movetype = A
physics = C
anim = 440
poweradd = 0
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 102,1

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = 65
animtype = hard
hitflag = MAF
guardflag = L
sparkno = S4050
guard.sparkno = S4110
sparkxy = -25,-5
hitsound = S200,3
guardsound = S3,0
pausetime = 12,13
ground.hittime = 17
ground.type = trip
ground.slidetime = 17
ground.velocity = ifelse ((p2stateno = 131), -12.3, -3),-3
air.velocity = -3,-3
fall = 1
fall.recover = 0
;fall.recover.time = 30
hit.priority = 1
hit.getpower = 10

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;================================================================================
; En el aire
;================================================================================
; Golpe Debil (Neutral)
[Statedef 600]
type = A
movetype = A
physics = A
anim = 601
poweradd = 0
juggle = 10
ctrl = 0

[State 600, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 102,0

[State 600, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 40
animtype = light
hitflag = MAF
guardflag = HA
sparkno = S4040
guard.sparkno = S4110
sparkxy = -15,-46
hitsound = S200,0
guardsound = S3,0
pausetime = 11,13
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -6.1
air.velocity = -3,-4
hit.priority = 1

;Golpe Debil (En direccion)
[Statedef 605]
type = A
movetype = A
physics = A
anim = 600
poweradd = 0
juggle = 10
ctrl = 0

[State 600, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 102,0

[State 600, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 41
animtype = light
hitflag = MAF
guardflag = HA
sparkno = S4040
guard.sparkno = S4110
sparkxy = -15,-46
hitsound = S200,0
guardsound = S3,0
pausetime = 11,13
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -6.1
air.velocity = -3,-4
hit.priority = 1

;Patada Debil (Neutral)
[Statedef 610]
type = A
movetype = A
physics = A
juggle = 10
anim = 631
poweradd = 0
ctrl = 0

[State 600, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 102,0

[State 600, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 40
animtype = light
hitflag = MAF
guardflag = HA
sparkno = S4040
guard.sparkno = S4110
sparkxy = -15,-70
hitsound = S200,1
guardsound = S3,0
pausetime = 11,12
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -6.1
air.velocity = -3,-4
hit.priority = 1

;Patada debil (en direccion)
[Statedef 615]
type = A
movetype = A
physics = A
juggle = 10
anim = 630
poweradd = 0
ctrl = 0

[State 600, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 102,0

[State 600, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 41
animtype = light
hitflag = MAF
guardflag = HA
sparkno = S4040
guard.sparkno = S4110
sparkxy = -15,-70
hitsound = S200,1
guardsound = S3,0
pausetime = 11,12
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -6.1
air.velocity = -3,-4
hit.priority = 1

;Golpe fuerte (Neutral)
[Statedef 620]
type = A
movetype = A
physics = A
anim = 611
poweradd = 0
juggle = 10
ctrl = 0

[State 600, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 102,1

[State 600, 3]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage = 70
animtype = light
hitflag = MAF
guardflag = HA
sparkno = S4050
guard.sparkno = S4110
sparkxy = -15,-46
hitsound = S200,2
guardsound = S3,0
pausetime = 11,12
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -6.1
air.velocity = -3,-4
hit.priority = 1
hit.getpower = 10

;Golpe fuerte (en direccion)
[Statedef 625]
type = A
movetype = A
physics = A
anim = 610
poweradd = 0
juggle = 10
ctrl = 0

[State 600, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 102,1

[State 600, 3]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage = 72
animtype = light
hitflag = MAF
guardflag = HA
sparkno = S4050
guard.sparkno = S4110
sparkxy = -15,-46
hitsound = S200,2
guardsound = S3,0
pausetime = 11,12
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -6.1
air.velocity = -3,-4
hit.priority = 1
hit.getpower = 10

;Patada fuerte (Neutral)
[Statedef 630]
type = A
movetype = A
physics = A
anim = 641
juggle = 10
poweradd = 0
ctrl = 0

[State 600, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 102,1

[State 600, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 70
animtype = light
hitflag = MAF
guardflag = HA
sparkno = S4050
guard.sparkno = S4110
sparkxy = -15,-50
hitsound = S200,3
guardsound = S3,0
pausetime = 11,12
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -6.1
air.velocity = -3,-4
hit.priority = 1
getpower = 10

;Patada fuerte (en direccion)
[Statedef 635]
type = A
movetype = A
physics = A
anim = 640
juggle = 10
poweradd = 0
ctrl = 0

[State 600, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 102,1

[State 600, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 72
animtype = light
hitflag = MAF
guardflag = HA
sparkno = S4050
guard.sparkno = S4110
sparkxy = -15,-50
hitsound = S200,3
guardsound = S3,0
pausetime = 11,12
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -6.1
air.velocity = -3,-4
hit.priority = 1
getpower = 10
;================================================================================
; Ataque botones CD
;================================================================================
;CD Attack standing normal
[Statedef 300]
type = S
movetype = A
physics = S
anim = 1500
poweradd = 15
juggle = 10
velset = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1,1

[State 220, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 80
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S4050
guard.sparkno = S4120
sparkxy = -10,-61
hitsound = S200,4
guardsound = S3,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 1
air.juggle = 10
yaccel = .5
hit.priority = 1
hit.getpower = 10

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;CD Attack standing Counter
[Statedef 305]
type = S
movetype = A
physics = S
anim = 3202
velset = 0
ctrl = 0

[State 290, Drain]
type = VarAdd
trigger1 = time = 0
v = 17
value = -1000

[State 3050, Super B]
type = AfterImage
trigger1 = AnimElem = 2
time = 20
length = 7
PalBright = 0,0,0
PalContrast = 255,255,255
PalAdd = 0,0,0
PalMul = 1,1,1
FrameGap = 3

[State 2041, 2]
type = Afterimagetime
trigger1 = stateno = 305
trigger1 = time%2 = 0 && Time < 20
time = 2

[State 310, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1,1

[State 210, 2]
type = HitDef
trigger1 = Animelem = 6
attr = S, SA
damage = 100
animtype = hard
hitflag = MAF
guardflag = MA
sparkxy = -10,-60
sparkno = S4050
guard.sparkno = S4120
hitsound = S200,4
guardsound = S3,0
pausetime = 10,10
ground.hittime = 20
ground.type = high
ground.slidetime = 20
ground.velocity = -6,-7
air.velocity = -6,-7
fall = 1
fall.recover = 0
air.juggle = 10
yaccel = .5

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;CD Attack aereo
[Statedef 650]
type = A
movetype = A
physics = A
anim = 1501
poweradd = 15
juggle = 10
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,1

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage = 85
animtype = hard
hitflag = MAF
guardflag = HA
sparkxy = -10,-73
hitsound = S200,4
guardsound = S3,0
sparkno = S4050
guard.sparkno = S4120
pausetime = 12,13
ground.hittime = 20
ground.type = high
ground.slidetime = 20
ground.velocity = -4,-6
air.velocity = -4,-6
air.type = high
fall = 1
fall.recover = 1
yaccel = .5
hit.priority = 1
getpower = 10

;================================================================================
; Extras del KOF 98 REVELATIONS
;================================================================================
; ADVANCE Mode (Ehnyd)
[Statedef 2500]
type = S
movetype = I
physics = S
anim = 2500
velset = 0,0
ctrl = 0

[State 780, Sprite]
type = SprPriority
trigger1 = time = 0
value = 2

[State 780, Activate]
type = VarSet
trigger1 = animelem = 4
v = 17
value = 1100

[State 780, Voice]
channel = 0
type = PlaySnd
trigger1 = animelem = 4
value = 1,1

[State 780, SFX]
type = PlaySnd
trigger1 = animelem = 4
value = 7,3

[State 780, Shake]
type = EnvShake
trigger1 = animelem = 4
time = 15
freq = 150
ampl = 5

[State 780, DamageBoost]
type = AttackMulSet
trigger1 = animelem = 4
value = 1.3

[State 780, PowerDrain]
type = PowerAdd
trigger1 = animelem = 4
value = -1000

[State 780, ExplodEffect]
type = Explod
trigger1 = animelem = 4
anim = 790
id = 790
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 20

[State 780, MAXbarLeft]; no tocar nada de aqui
type = Explod
trigger1 = var(23) = 1
trigger1 = animelem = 4
anim = 4100
id = 4100
sprpriority = 8
ontop = 1
ownpal = 1
postype = left
pos = 7,208
removetime = -1
ignorehitpause = 1
bindtime = -1

[State 780, MAXbarCounterLeft]; tampoco mover nada
type = Explod
trigger1 = var(23) = 1
trigger1 = animelem = 4
anim = 4102
id = 4102
ontop = 1
ownpal = 1
postype = left
pos = 81,210
removetime = -1
ignorehitpause = 1
bindtime = -1

[State 780, MAXbarRight]; No tocar
type = Explod
trigger1 = var(23) = 2
trigger1 = animelem = 4
anim = 4105
id = 4100
sprpriority = 8
ontop = 1
ownpal = 1
postype = right
pos = -84,208
removetime = -1
ignorehitpause = 1
bindtime = -1

[State 780, MAXbarCounterRight]
type = Explod
trigger1 = var(23) = 2
trigger1 = animelem = 4
anim = 4107
id = 4102
ontop = 1
ownpal = 1
postype = Right
pos = -82,210
removetime = -1
ignorehitpause = 1
bindtime = -1

[State 780, State]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;================================================================================
; Extra Mode (Zelgadis)
[Statedef 910]
type = S
movetype = I
physics = S
anim = 910
velset = 0
ctrl = 0

[State 301, snd] ; Andy
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,1
channel = 3

[State 301, snd] ; FX
type = PlaySnd
trigger1 = AnimElem = 1
value = 7,5
loop=1
channel = 4

[State 730, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 911

; Power up
[Statedef 911]
type = S
movetype = I
physics = S
anim = 911

[State 705, 2]
type = Explod
triggerall = numexplod(911)=0
trigger1 = time = 0
anim = 900
ID = 911
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
removetime = -1
removeongethit = 1

[State 735, 1]
type = ChangeState
trigger1 = command != "hold_x"
trigger3 = command != "hold_b"
value = 912

[State 801, 1]
type = PowerAdd
trigger1 = 1
value = 7

[State 735, 2]
type = ChangeState
trigger1 = Power >= 3000
value = 913

[State 735, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 911

; Power up (end)
[Statedef 912]
type = S
movetype = I
physics = S
anim = 912

[State 912, StopSnd]
type = StopSnd
trigger1 = animtime = 0
channel = 3

[State 912, StopSnd]
type = StopSnd
trigger1 = animtime = 0
channel = 4

[State 1100, 1]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 911

[State 740, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Power up (maxed out)
[Statedef 913]
type = S
movetype = I
physics = S
anim = 912

[State 313, Explod]
type = Explod
trigger1 = time = 0
anim = 790
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 15
freq = 90
ampl = -4
phase = 90

[State 912, StopSnd]
type = StopSnd
trigger1 = animtime = 0
channel = 3

[State 912, StopSnd]
type = StopSnd
trigger1 = animtime = 0
channel = 4

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 7,3

[State 1100, 1]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 911

[State 741, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1