; Golpe debil
[Statedef 200]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
ctrl     = 0
anim     = 200
poweradd = 0
sprpriority = 2

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 10
sparkno = S4040
guard.sparkno = S4110
sparkxy = -20, -75
hitsound = s1,0
guardsound = s2,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = -4.5,0
airguard.velocity = -1.9,-.8 
air.type = Low
air.velocity = -1.4,-3
air.hittime = 12

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 700
value = 10,7
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,0

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Golpe debil cerrado
[Statedef 205]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
ctrl     = 0
anim     = 205
poweradd = 0
sprpriority = 2

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 10
sparkno = S4040
guard.sparkno = S4110
sparkxy = -20, -65
hitsound = s1,0
guardsound = s2,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = -4,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 700
value = 10, 7
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 0

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Golpe Fuerte
[Statedef 210]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 210
sprpriority = 2

[State 200,]
type = Posadd
trigger1 = AnimElem = 3 | AnimElem = 4
x = 10

[State 200,]
type = Posadd
trigger1 = AnimElem = 6 | AnimElem = 7
x = -10

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 60, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = S4050
guard.sparkno = S4120
sparkxy = -20, -75
hitsound = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -7.5
airguard.velocity = -2.5,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 700
value = 10, 8
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Golpe fuerte cerrado
[Statedef 215]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 215
sprpriority = 2

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 58, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = S4050
guard.sparkno = S4120
sparkxy = -20, -90
hitsound = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -7.5
airguard.velocity = -2.5,-2
air.type = High
air.velocity = -2.5,-2
air.hittime = 12

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random < 700
value = 10, 8
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Patada Debil
[Statedef 230]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 230
sprpriority = 2

[State 230, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 10,10
sparkno = S4040
guard.sparkno = S4110
sparkxy = -20, -55
hitsound = s1,2
guardsound = s2,0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 700
value = 10, 7
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 2

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Patada debil cerrada
[Statedef 235]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 235
sprpriority = 2

[State 230, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = L
pausetime = 9,10
sparkno = S4040
guard.sparkno = S4110
sparkxy = -30, -25
hitsound = s1,2
guardsound = s2,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -3.5
air.velocity = -2.5,-3.5

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 700
value = 10, 7
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Patada fuerte
[Statedef 240]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 240
sprpriority = 2

[State 240, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 60
guardflag = MA
pausetime = 10,11
sparkno = S4050
guard.sparkno = S4120
sparkxy = -25,-60
hitsound   = s1,3
guardsound = s2,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -9
air.velocity = -3.2,-3.2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 700
value = 10, 8
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 3

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Patada fuerte cerrada
[Statedef 245]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 245
sprpriority = 2

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 58, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 10
sparkno = S4050
guard.sparkno = S4120
sparkxy = -30, -30
hitsound = s1,3
guardsound = s2,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -7.6
airguard.velocity = -2.5,-2
air.type = High
air.velocity = -2.5,-2
air.hittime = 12

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random < 700
value = 10, 8
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 3

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;===========================================================================
; Ataques agachados
;===========================================================================
;Golpe Debil
[Statedef 400]
type     = C
movetype = A
physics  = C
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 400
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 700
value = 10, 7
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 400, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 23
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
pausetime = 9,10
sparkno = S4040
guard.sparkno = S4110
sparkxy = -10,-55
hitsound   = s1,0
guardsound = s2,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5
air.velocity = -1.5,-3

[State 600, コントロール可否]
type = CtrlSet
trigger1 = Time = 10
value = 1

[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Golpe Fuerte
[Statedef 410]
type     = C
movetype = A
physics  = C
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 410
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 700
value = 10, 8
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 58, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = S4050
guard.sparkno = S4120
sparkxy = -20,-65
hitsound = s1,1
guardsound = s2,0
ground.type = Low
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -7.5
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12

[State 410, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[Statedef 430]
type     = C
movetype = A
physics  = C
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 430
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random < 700
value = 10, 7
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 2

[State 430, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 28
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 9,10
sparkno = S4040
guard.sparkno = S4110
sparkxy = -10,-5
hitsound   = s1,2
guardsound = s2,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5.5
air.velocity = -2,-3

[State 400, コントロール可否]
type = CtrlSet
trigger1 = MoveContact
trigger1 = time = 12
value = 1

[State 430, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[Statedef 440]
type     = C
movetype = A
physics  = C
juggle   = 15
poweradd = 0
ctrl     = 0
anim     = 440
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random < 700
value = 10, 8
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 3

[State 440, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 64
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = S4050
guard.sparkno = S4120
sparkxy = -20,-10
hitsound   = s1,3
guardsound = s2,0
ground.type = Trip
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -3,-4.5
air.velocity = -3,-4.5
guard.velocity = -7
fall = 1

[State 440, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;===========================================================================
; Ataques aereos
;===========================================================================
;Golpe Debil
[Statedef 600]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 600
sprpriority = 2

[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 7

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 600, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 20
guardflag = HA
priority = 3
pausetime = 8,9
sparkno = S4040
guard.sparkno = S4110
sparkxy = -15,-60
hitsound   = s1,0
guardsound = s2,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

;---------------------------------------------------------------------------
; Golpe fuerte 1
[Statedef 610]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 615
sprpriority = 2

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 8

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1

[State 610, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 70
guardflag = HA
priority = 4
pausetime = 13,13
sparkno = S4050
guard.sparkno = S4120
sparkxy = -20,-80
hitsound   = s1,1
guardsound = s2,0
animtype = Medium
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
; Golpe Fuerte 2
[Statedef 615]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 610
sprpriority = 2

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 8

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 610, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 68
guardflag = HA
priority = 4
pausetime = 13,13
sparkno = S4050
guard.sparkno = S4120
sparkxy = -20,-80
hitsound   = s1,1
guardsound = s2,0
animtype = Medium
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;Patada Debil
[Statedef 630]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 630
sprpriority = 2

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,7

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2

[State 630, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 26
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = S4040
guard.sparkno = S4110
sparkxy = -15,-50
hitsound   = s1,2
guardsound = s2,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -2,-3

;---------------------------------------------------------------------------
;Patada Fuerte
[Statedef 640]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 645
sprpriority = 2

[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 8

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 3

[State 640, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,13
sparkno = S4050
guard.sparkno = S4120
sparkxy = -25,-60
hitsound   = s1,3
guardsound = s2,0
animtype = Hard
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
; patada Fuerte 2
[Statedef 645]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 640
sprpriority = 2

[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 8

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

[State 640, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,13
sparkno = S4050
guard.sparkno = S4120
sparkxy = -15,-60
hitsound   = s1,3
guardsound = s2,0
animtype = Hard
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
; Adelante + WP
[Statedef 310]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 310
sprpriority = 2

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 34, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = S4040
guard.sparkno = S4110
sparkxy = -20, -65
hitsound = s1,1
guardsound = s2,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -7
airguard.velocity = -2.5,-2
air.type = High
air.velocity = -2.5,-2
air.hittime = 12

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random < 700
value = 10, 5
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 800]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 800
sprpriority = 2

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = S4090
sparkxy = -45,-65
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = ifelse(command="b",830,810)
p2stateno = ifelse(command="b",840,820)
guard.dist = 0
fall = 1
numhits = 0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA,NT,ST,HT
time = 1

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Agarre 1, P1
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 70,0

[State 810, 1]
type = PlaySnd
Trigger1 = time = 0
value = s1,5

[State 810, 1]
type = Posadd
Trigger1 = AnimElem = 1 | AnimElem = 4 | AnimElem = 5 | AnimElem = 6
Trigger2 = AnimElem = 7
x = 10

[State 810, 1]
type = Posadd
Trigger1 = AnimElem = 13
x = -10

[State 810, 1]
type = Posadd
Trigger1 = AnimElem = 14
x = -25

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 10
value = s3,0

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 11
value = s10,8

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 11
value = s1,3

[State 700, エフェクト表示]
type = Explod
Trigger1 = AnimElem = 11
anim = 4060
postype = P1
pos = 20, -45
sprpriority = 15
ownpal = 1

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 45, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 45, -120

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = -10, -160

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = 10, -155

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0
pos = 5, -155

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0
pos = 15, -155

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
pos = 10, -150

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0
pos = 10, -160

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) < 0
pos = 5, -145

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(11) < 0
pos = 25, -120

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(12) < 0
pos = 35, -65

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(13) < 0
pos = 35, -67

[State 810, 3]
type = TargetBind
Trigger1 = AnimElem = 13
pos = 60, -5

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 11
value = -100

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

;---------------------------------------------------------------------------
;Agarre 1, P2
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2120]
type = ScreenBound
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(13) < 0
value = 1
movecamera = 1,0

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

[State 1800,]
type = Turn
Trigger1 = AnimElem = 13

[State 1322]
type = velset
trigger1 = AnimElem = 13
x = 3.5
y = -5.5

[State 1322]
type = veladd
trigger1 = AnimElemtime(13) > 0
y = .45

[State 1323]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;-----------------------------------------------------------------------------
;Agarre 2, P1
[Statedef 830]
type    = S
movetype= A
physics = N
anim = 830

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 50,0

[State 810, 1]
type = PlaySnd
Trigger1 = time = 0
value = s1,5

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 11
value = s3,0

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 12
value = s10,9

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 12
value = s12,9

[State 810, 1]
type = Posadd
Trigger1 = AnimElem = 1
x = 10

[State 810, 1]
type = Posadd
Triggerall = BackEdgeDist > 10
Trigger1 = AnimElem = 4 | AnimElem = 5 | AnimElem = 6 | AnimElem = 7
x = -10

[State 810, 1]
type = Posadd
Triggerall = BackEdgeDist < 10
Trigger1 = AnimElem = 4 | AnimElem = 5 | AnimElem = 6 | AnimElem = 7
x = 20

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 45, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 35, -120

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = -5, -160

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = -15, -155

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0
pos = -15, -155

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0
pos = -15, -155

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
pos = -20, -150

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0
pos = -20, -160

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) < 0
pos = -35, -135

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(11) < 0
pos = -30, -125

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(12) < 0
pos = -30, -85

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(13) < 0
pos = -30, -30

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(13) >= 0 && AnimElemtime(14) < 0
pos = -45, -35

[State 810, 3]
type = TargetBind
Trigger1 = AnimElem = 14
pos = -75, -35

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 12
value = -100

[State 1800,]
type = Turn
Trigger1 = AnimElem = 15

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 12
anim = 1420
postype = P1
pos = -40, 0
sprpriority = -5
ownpal = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 12
anim = 1425
postype = P1
pos = -40, 0
sprpriority = 15
ownpal = 0

[State 820, 1]
type = EnvShake
trigger1 = AnimElem = 12
ampl = 6
freq = 80
time = 10

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

;---------------------------------------------------------------------------
;Agarre 2, P2
[Statedef 840]
type    = A
movetype= H
physics = N
velset = 0,0

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2120]
type = ScreenBound
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(14) < 0
value = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 840

[State 1322]
type = velset
trigger1 = AnimElem = 14
x = -3.5
y = -5.5

[State 1800,]
type = Turn
Trigger1 = AnimElem = 3

[State 1322]
type = veladd
trigger1 = AnimElemtime(14) > 0
y = .45

[State 1323]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;この下、一行以上空ける事！
;===================================================
;ADVANCE MODE (Ehnyd)
[Statedef 1900]
type = S
movetype = I
physics = S
anim = 1900
velset = 0,0
ctrl = 0

[State 1900, Sprite]
type = SprPriority
trigger1 = time = 0
value = 2

[State 1900, Activate]
type = VarSet
trigger1 = animelem = 4
v = 17
value = 1100

[State 1900, Voice]
channel = 0
type = PlaySnd
trigger1 = animelem = 4
value = 10,8

[State 1900, SFX]
type = PlaySnd
trigger1 = animelem = 4
value = 7,3

[State 1900, Shake]
type = EnvShake
trigger1 = animelem = 4
time = 15
freq = 150
ampl = 5

[State 1900, DamageBoost]
type = AttackMulSet
trigger1 = animelem = 4
value = 1.3

[State 1900, 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

;====================================================
;Evasion
[Statedef 350]
type = S
movetype = I
physics = S
anim = 350
velset = 0
ctrl = 0
sprpriority = -1

[State -2,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 10, 8
channel = 0

[State 350, 1]
type = NotHitBy
trigger1 = AnimElem = 6,< 0
value = ,NA,NP,SA,SP,HA,HP

[State 350, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 350, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Dodge Ret
[Statedef 351]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
ctrl = 0
anim = 215

[State 350, 1]
type = NotHitBy
trigger1 = AnimElem = 6,< 0
value = ,NA,NP,SA,SP,HA,HP

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 58, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = S4060
guard.sparkno = S4120
sparkxy = -20, -90
hitsound = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -7.5
airguard.velocity = -2.5,-2
air.type = High
air.velocity = -2.5,-2
air.hittime = 12

[State 252, 3]
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]
type = PlaySnd
trigger1 = AnimElem = 1
value = 7,5
loop=1
channel = 8

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1500,1
channel = 9

[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 != "holdx"
trigger3 = command != "holdb"
value = 912

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

[State 735, 2]
type = ChangeState
trigger1 = Power >= 3000
value = 313

[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 = 8

[State 912, StopSnd]
type = StopSnd
trigger1 = animtime = 0
channel = 9

[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 313]
type = S
movetype = I
physics = S
anim = 912

[State 912, StopSnd]
type = StopSnd
trigger1 = animtime = 0
channel = 8

[State 912, StopSnd]
type = StopSnd
trigger1 = animtime = 0
channel = 9

[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 301, snd]; Activacion audio barra ADVANCE
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