;---------------------------------------------------------------------------
; Stand Light Punch
[Statedef 200]
type    = S
movetype= A
physics = S
poweradd = 20
velset = 0,0
ctrl = 0
anim = 200
sprpriority = 2
facep2 = 1

[State 200, 1]
type = HitDef
trigger1 = Var(5) < 3 && AnimElem = 2
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 4,Hit
damage = ceil(24*Fvar(20)),0
pausetime = 8,8
sparkno = S6000
guard.sparkno = -1
sparkxy = -9, ceil(-27*const(size.xscale))
hitsound = F5,0
guardsound = F6,0
ground.type = High
ground.slidetime = 6
guard.slidetime = 5
ground.hittime = 12
guard.hittime = 10
ground.velocity = -2.8*const(size.xscale)
air.type = High
air.hittime = 18
air.velocity = -2.7*const(size.xscale), -2.5*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 200
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 30,15
givepower = 15,7

[State 200, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.03
ignorehitpause = 1
persistent = 0

[State 200, 3]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 200, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = F0, 0

[State 200, 5]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Stand Strong Punch
[Statedef 210]
type    = S
movetype= A
physics = S
poweradd = 30
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2
facep2 = 1

[State 210, 1]
type = HitDef
trigger1 = Var(5) < 5 && AnimElem = 5
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = Medium
priority = 4,Hit
damage = ceil(46*Fvar(20)),0
pausetime = 10,10
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-27*const(size.xscale))
hitsound = F5,2
guardsound = F6,0
ground.type = High
ground.slidetime = 14
guard.slidetime = 12
ground.hittime = 16
guard.hittime = 14
ground.velocity = -4*const(size.xscale)
air.type = High
air.hittime = 24
air.velocity = -2.9*const(size.xscale), -3*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 210
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 40,20
givepower = 20,10

[State 210, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.07
ignorehitpause = 1
persistent = 0

[State 210, 3]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 210, 4]
type = PlaySnd
trigger1 = AnimElem = 4
value = F0, 2

[State 210, 5]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Stand Light Kick
[Statedef 230]
type    = S
movetype= A
physics = S
poweradd = 30
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2
facep2 = 1

[State 230, 1]
type = HitDef
trigger1 = Var(5) < 3 && AnimElem = 3
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 4,Hit
damage = ceil(27*Fvar(20)),0
pausetime = 8,8
sparkno = S6000
guard.sparkno = -1
sparkxy = -9, ceil(-7*const(size.xscale))
hitsound = F5,1
guardsound = F6,0
ground.type = Low
ground.slidetime = 8
guard.slidetime = 6
ground.hittime = 14
guard.hittime = 8
ground.velocity = -3.2*const(size.xscale)
air.type = Low
air.hittime = 21
air.velocity = -2.2*const(size.xscale), -1.2*const(size.yscale)
yaccel = .35*const(size.yscale)
;air.juggle = 0
;down.bounce = 1
id = 230
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 30,15
givepower = 15,8

[State 230, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.03
ignorehitpause = 1
persistent = 0

[State 230, 3]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 230, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = F0, 1

[State 230, 5]
type = PosAdd
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 6
x = (2+(10*(AnimElem = 3))-(16*(AnimElem = 6)))*const(size.xscale)

[State 230, 6]
type = Width
trigger1 = Time >= 3
player = -8,0

[State 230, 7]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Kick (Close)
[Statedef 240]
type    = S
movetype= A
physics = S
poweradd = 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2
facep2 = 1

[State 240, 1]
type = HitDef
trigger1 = Var(5) < 5 && AnimElem = 4
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = Medium
priority = 4,Hit
damage = ceil(57*Fvar(20)),0
pausetime = 10,10
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-21*const(size.xscale))
hitsound = F5,2
guardsound = F6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 12
ground.velocity = -4.3*const(size.xscale)
air.type = Low
air.hittime = 27
air.velocity = -3.9*const(size.xscale), -1.5*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
id = 240
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 50,25
givepower = 25,13

[State 240, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.07
ignorehitpause = 1
persistent = 0

[State 240, 3]
type = PosAdd
trigger1 = !Time
x = 5*const(size.xscale)

[State 240, 4]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 240, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = F0, 1

[State 240, 6]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Strong Kick (Close)
[Statedef 245]
type    = S
movetype= A
physics = N
poweradd = 50
ctrl = 0
velset = 0,0
anim = 245
sprpriority = 2
facep2 = 1

[State 245, 1]
type = HitDef
trigger1 = Var(5) < 5 && AnimElem = 5
attr = S,NA
hitflag = MAF
guardflag = HA
animtype = Medium
priority = 4,Hit
damage = ceil(48*Fvar(20)),0
pausetime = 10,10
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,0
hitsound = F5,2
guardsound = F6,0
ground.type = High
ground.slidetime = 16
guard.slidetime = 14
ground.hittime = 18
guard.hittime = 16
ground.velocity = -4.3*const(size.xscale)
air.type = High
air.hittime = 27
air.velocity = -3.9*const(size.xscale), -1.5*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 240
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 40,30
givepower = 30,15

[State 245, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.03
ignorehitpause = 1
persistent = 0

[State 245, 3]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 245, 4]
type = VelSet
trigger1 = AnimElem = 3
x = 1*const(size.xscale)
y = -5.4*const(size.yscale)

[State 245, 5]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 245, 6]
type = VelAdd
trigger1 = StateType = A
y = .44*const(size.yscale)

[State 245, 7]
type = PlaySnd
trigger1 = AnimElem = 3
value = S40,0

[State 245, 8]
type = PlaySnd
trigger1 = AnimElem = 5
value = F0,2

[State 245, 9]
type = ChangeState
trigger1 = (Vel Y > 0 && Pos Y > -Vel Y) && (StateType = A)
value = 246
ctrl = 1
;---------------------------------------------------------------------------
; Standing Strong Kick (Land)
[Statedef 246]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 246
sprpriority = 2

[State 241, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 241, 2]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; High Kick
[Statedef 250]
type    = S
movetype= A
physics = S
poweradd = 30
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 2
facep2 = 1

[State 250, 1]
type = HitDef
trigger1 =  Var(5) < 4 && AnimElem = 3
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = Medium
priority = 4,Hit
damage = ceil(53*Fvar(20)),0
pausetime = 10,10
sparkno = S6001
guard.sparkno = -1
sparkxy = -11,ceil(-45*const(size.xscale))
hitsound = F5,2
guardsound = F6,0
ground.type = High
ground.slidetime = 13
guard.slidetime = 11
ground.hittime = 21
guard.hittime = 12
ground.velocity = -4.2*const(size.xscale)
air.type = High
air.hittime = 29
air.velocity = -3.1*const(size.xscale), -4.8*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 250
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 50,25
givepower = 25,13

[State 250, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.07
ignorehitpause = 1
persistent = 0

[State 250, 3]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 230, 4]
type = PosAdd
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 6
x = 2+(10*(AnimElem = 3))-(16*(AnimElem = 6))*const(size.xscale)

[State 250, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = F0, 1

[State 250, 6]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Crouch Light Punch
[Statedef 400]
type    = C
movetype= A
physics = C
poweradd = 20
ctrl = 0
anim = 400
sprpriority = 2
facep2 = 1

[State 400, 1]
type = HitDef
trigger1 = Var(5) < 3 && AnimElem = 2
attr = C,NA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 4,Hit
damage = ceil(25*Fvar(20)),0
pausetime = 8,8
sparkno = S6000
guard.sparkno = -1
sparkxy = -9, ceil(-21*const(size.xscale))
hitsound = F5,0
guardsound = F6,0
ground.type = Low
ground.slidetime = 5
guard.slidetime = 5
ground.hittime = 11
guard.hittime = 11
ground.velocity = -2.3*const(size.xscale)
air.type = Low
air.hittime = 18
air.velocity = -2.2*const(size.xscale), -2*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 400
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 30,15
givepower = 15,8

[State 400, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.03
ignorehitpause = 1
persistent = 0

[State 400, 3]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 400, 4]
type = CtrlSet
trigger1 = Time = 11
value = 1

[State 400, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = F0, 0

[State 400, 6]
type = ChangeState
trigger1 = !AnimTime
value = 11

;---------------------------------------------------------------------------
;Crouch Strong Punch
[Statedef 410]
type    = C
movetype= A
physics = C
poweradd = 30
ctrl = 0
anim = 410
sprpriority = 2
facep2 = 1

[State 410, 1]
type = HitDef
trigger1 = Var(5) < 5 && AnimElem = 3
attr = C,NA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 4,Hit
damage = ceil(48*Fvar(20)),0
pausetime = 10,10
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-43*const(size.xscale))
hitsound = F5,2
guardsound = F6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -.74*const(size.xscale), -9.4*const(size.yscale)
guard.velocity = -4.6*const(size.xscale)
air.type = High
air.hittime = 35
air.velocity = -.95*const(size.xscale), -5.3*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
id = 420
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 40,20
givepower = 20,10

[State 410, 2]
type = HitDef
trigger1 = Var(5) < 5 && AnimElem = 4 && (StateNo = 420 && !moveContact)
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 4,Hit
damage = 41,0
pausetime = 10,10
sparkno = S6001
guard.sparkno = -1
sparkxy = -11,ceil(-51*const(size.xscale))
hitsound = F5,2
guardsound = F6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 35
ground.velocity = -.8*const(size.xscale),-6.2*const(size.xscale)
guard.velocity = -4.6*const(size.xscale)
air.type = High
air.hittime = 35
air.velocity = -1.1*const(size.xscale), -5.3*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
id = 421
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 40,20
givepower = 20,10

[State 410, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 410, 3]
type = PosAdd
trigger1 = PrevStateNo = 400 && AnimElem = 1
x = 2*const(size.xscale)

[State 410, 4]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 410, 5]
type = PlaySnd
trigger1 = AnimElem = 3
value = F0, 0

[State 410, 6]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch Light Kick
[Statedef 430]
type    = C
movetype= A
physics = C
poweradd = 30
ctrl = 0
anim = 430
sprpriority = 2
facep2 = 1

[State 430, 1]
type = HitDef
trigger1 = Var(5) < 3 && AnimElem = 2
attr = C,NA
hitflag = MAF
guardflag = LA
animtype = Light
priority = 4,Hit
damage = ceil(27*Fvar(20)),0
pausetime = 8,8
sparkno = S6000
guard.sparkno = -1
sparkxy = -9, ceil(-7*const(size.xscale))
hitsound = F5,1
guardsound = F6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
guard.hittime = 9
ground.velocity = -3.3*const(size.xscale)
air.type = Low
air.hittime = 17
air.velocity = -2.8*const(size.xscale), -2.5*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 430
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 30,15
givepower = 15,8

[State 430, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.03
ignorehitpause = 1
persistent = 0

[State 430, 3]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 430, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = F0, 0

[State 430, 5]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch Strong Kick
[Statedef 440]
type    = C
movetype= A
physics = C
poweradd = 30
ctrl = 0
anim = 440
sprpriority = 2
facep2 = 1

[State 440, 1]
type = HitDef
trigger1 = Var(5) < 5 && AnimElem = 4
attr = C,NA
hitflag = MAF
guardflag = LA
animtype = Medium
priority = 4,Hit
damage = ceil(55*Fvar(20)),0
pausetime = 10,10
sparkno = S6001
guard.sparkno = -1
sparkxy = -9, ceil(-10*const(size.xscale))
hitsound = F5,2
guardsound = F6,0
ground.type = Trip
ground.slidetime = 8
ground.hittime = 10
ground.velocity = -2*const(size.xscale), -3.5*const(size.yscale)
guard.velocity = -5.4*const(size.xscale)
air.type = Trip
air.hittime = 20
air.velocity = -2.6*const(size.xscale), -1.5*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 440
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 50,25
givepower = 25,13

[State 440, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 440, 3]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 440, 4]
type = SprPriority
trigger1 = AnimElem = 6
value = -1

[State 440, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = F0, 2

[State 440, 6]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
poweradd = 20
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 1]
type = HitDef
trigger1 = Var(5) < 3 && AnimElem = 3
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = Light
priority = 4,Hit
damage = ceil(24*Fvar(20)),0
pausetime = 8,8
sparkno = S6000
guard.sparkno = -1
sparkxy = -9, ceil(-20*const(size.xscale))
hitsound = F5,0
guardsound = F6,0
ground.type = High
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 18
guard.hittime = 18
ground.velocity = -3*const(size.xscale)
air.type = High
air.hittime = 15
air.velocity = -1.3*const(size.xscale), -2.2*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 600
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 30,15
givepower = 15,8

[State 600, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.03
ignorehitpause = 1
persistent = 0

[State 600, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = F0, 0

;---------------------------------------------------------------------------
;Jump Strong Punch
[Statedef 610]
type    = A
movetype= A
physics = A
poweradd = 30
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 1]
type = HitDef
trigger1 = Var(5) < 5 && AnimElem = 3
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = Hard
priority = 4,Hit
damage = ceil(55*Fvar(20)),0
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9, ceil(-20*const(size.xscale))
hitsound = F5,3
guardsound = F6,0
ground.type = High
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 18
guard.hittime = 18
ground.velocity = -3*const(size.xscale)
guard.velocity = -3.4
air.type = High
air.hittime = 16
air.velocity = -1.4*const(size.xscale), 8*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1
id = 610
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 50,25
givepower = 25,13

[State 610, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.03
ignorehitpause = 1
persistent = 0

[State 610, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = F0, 3

;---------------------------------------------------------------------------
;Jump Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
poweradd = 30
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 1]
type = HitDef
trigger1 = Var(5) < 3 && AnimElem = 2
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = Medium
priority = 4,Hit
damage = ceil(33*Fvar(20)),0
pausetime = 8,8
sparkno = S6001
guard.sparkno = -1
sparkxy = -9, ceil(-29*const(size.xscale))
hitsound = F5,1
guardsound = F6,0
ground.type = High
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 18
guard.hittime = 18
ground.velocity = -3*const(size.xscale)
air.type = High
air.hittime = 18
air.velocity = -1.6*const(size.xscale), -2.4*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 630
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 30,15
givepower = 15,8

[State 630, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.03
ignorehitpause = 1
persistent = 0

[State 630, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = F0, 0

;---------------------------------------------------------------------------
;Jump Strong Kick
[Statedef 640]
type    = A
movetype= A
physics = A
poweradd = 30
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 1]
type = HitDef
trigger1 = Var(5) < 5 && AnimElem = 3
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = Light
priority = 4,Hit
damage = ceil(42*Fvar(20)),0
pausetime = 10,10
sparkno = S6000
guard.sparkno = -1
sparkxy = -9, 0
hitsound = F5,2
guardsound = F6,0
ground.type = High
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 18
guard.hittime = 18
ground.velocity = -3*const(size.xscale)
guard.velocity = -3.4
air.type = High
air.hittime = 25
air.velocity = -2.2*const(size.xscale), -2.6*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 640
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 40,20
givepower = 20,10

[State 640, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.07
ignorehitpause = 1
persistent = 0

[State 640, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = F0, 3

;---------------------------------------------------------------------------
;Summon (High)
[Statedef 700]
type    = S
movetype= I
physics = S
poweradd = 100
ctrl = 0
anim = 700
sprpriority = 2
facep2 = 1

[State 700, 1]
type = VarAdd
trigger1 = !Time
var(7) = -50-(50*(Var(3) = 1))

[State 700, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = F0, 0

[State 700, 3]
type = Helper
trigger1 = !Time
name = "Helper"
ID = 7000
stateno = 7000+(100*Var(3))
pos = -50,0
postype = back
facing = 1
ownpal = 1

[State 700, 4]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Summon (Low)
[Statedef 710]
type    = C
movetype= I
physics = C
poweradd = 100
ctrl = 0
anim = 710
sprpriority = 2
facep2 = 1

[State 700, 1]
type = VarAdd
trigger1 = !Time
var(7) = -50

[State 710, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = F0, 0

[State 700,32]
type = Helper
trigger1 = !Time
name = "Helper"
ID = 7000
stateno = 7010+(100*Var(3))
pos = -50,0
postype = back
facing = 1
ownpal = 1

[State 710, 4]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;Grab
[Statedef 720]
type    = S
movetype= A
physics = S
poweradd = 40
velset = 0,0
ctrl = 0
anim = 720
sprpriority = 2
facep2 = 1

[State 720, 1]
type = HitDef
Trigger1 = P2MoveType != H && AnimElem = 2
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 725
p2stateno = 726
guard.dist = 0
fall = 1
fall.recover = 0
fall.recovertime = 1
numhits = 0

[State 720, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = F0,1

[State 725, 3]
type = VarSet
trigger1 = !Time
var(10) = Command = "holdback"

[State 725, 4]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 720, 5]
type = ChangeState
Trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Grab
[Statedef 721]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
anim = 5002
sprpriority = 2

[State 721, 1]
type = PalFX
trigger1 = !Time
time = 1
add = 256,256,256
mul = 256,256,256
color = 256

[State 721, 2]
type = VelSet
trigger1 = !Time
x = -5.5

[State 721, 3]
type = Explod
trigger1 = !Time
anim = 6001
ID = 722
pos = ceil(29*const(size.xscale)),ceil(-31*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1

[State 722, 4]
type = PlaySnd
trigger1 = !Time
value = F5,4

[State 721, 5]
type = ChangeState
trigger1 = Time = 30
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Grab
[Statedef 722]
type    = A
movetype= H
physics = N
poweradd = 40
ctrl = 0
anim = 5040
sprpriority = 2

[State 722, 1]
type = PalFX
trigger1 = !Time
time = 1
add = 256,256,256
mul = 256,256,256
color = 256

[State 722, 2]
type = ChangeState
trigger1 = Time = 1
value = 723
;---------------------------------------------------------------------------
;Grab
[Statedef 723]
type    = A
movetype= H
physics = N
velset = -1.1,-6.8
ctrl = 0
anim = 5040
sprpriority = 2

[State 723, 1]
type = VelAdd
trigger1 = 1
y = .44

[State 723, 2]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 52
ctrl = 1
;---------------------------------------------------------------------------
;Throw
[Statedef 725]
type    = S
movetype= A
physics = N
anim = 725
poweradd = 120
;--------------------------------------
[State 725, 1]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(3) < 0
pos = 29,0

[State 725, 2]
type = PlaySnd
trigger1 = AnimElem = 1 
value = F720,0

[State 725, 3]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 9, -25

[State 725, 7]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = -7,-47

[State 725, 8]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = -9,-47

[State 725, 14]
type = TargetState
trigger1 = AnimElem = 6
value = 727

[State 725, 16]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = ceil(-50*Fvar(20))

[State 725, 17]
type = VarAdd
trigger1 = AnimElem = 6
fvar(21) = -0.15
ignorehitpause = 1
persistent = 0

[State 725, 18]
type = Turn
trigger1 = var(10) && AnimElem = 4

[State 725, 19]
type = TargetFacing
trigger1 = var(10) && AnimElem = 4
value = -1

[State 725, 20]
type = PlaySnd
trigger1 = AnimElem = 6
value = F0,2

[State 725, 21]
type = PosAdd
trigger1 = var(10) && (FrontEdgeDist > 35) && (AnimElem = 4)
x = 15*const(size.xscale)

[State 725, 22]
type = VarAdd
trigger1 = !Time
var(7) = 5

[State 725, 23]
type = VarSet
trigger1 = !Time
var(5) = 10

[State 725, 24]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

[State 725, 25]
type = ChangeState
triggerall = NumTarget
trigger1 = target,Stateno = 722
value = 721

;---------------------------------------------------------------------------
;P2 Being Thrown
[Statedef 726]
type    = A
movetype= H
physics = N
poweradd = 80
velset = 0,0

[State 726, 1]
type = ChangeAnim2
Trigger1 = !Time
value = 726

[State 726, 2]
type = NotHitBy
trigger1 = 1
value = SCA,AT
time = 1

[State 726, 3]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050

[State 726, 4]
type = ChangeState
trigger1 = Time < 3 && Command = "c" 
value = 722

;---------------------------------------------------------------------------
;P2 Being Thrown
[Statedef 727]
type    = A
movetype= H
physics = N
velset = -5.5,-4

[State 727, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AT
time = 1

[State 727, 2]
type = Gravity
trigger1 = 1

[State 727, 4]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 5100
;---------------------------------------------------------------------------
;Power Charge
[Statedef 730]
type    = S
movetype= I
physics = S
poweradd= 0
ctrl = 0
anim = 730
sprpriority = 2
facep2 = 1

[State 730, 1]
type = PowerAdd
trigger1 = Time >= 5
value = 5

[State 730, 2]
type = VarAdd
trigger1 = Time >= 5 && Var(7) < 150 && !NumHelper(7000) && !NumHelper(7050) && (GameTime % 2) = 0
var(7) = 1

[State 730, 3]
type = PlaySnd
trigger1 =  Time = 5
value = F700, 0
channel = 3

[State 730, 4]
type = ChangeState
trigger1 = !Var(59) && (!command = "holda" && !command = "holdb") || (Power = 3000 && Var(7) = 150)
trigger2 = Var(59) && P2StateType != L
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Guard Attack
[Statedef 740]
type    = S
movetype= A
physics = S
poweradd = -1000
velset = 0,0
ctrl = 0
anim = 740
sprpriority = -1
facep2 = 1

[State 740, 1]
type = NotHitBy
trigger1 = Time <= 36
value = SCA,AA,AP,AT
time = 1

[State 740, 2]
type = Explod
trigger1 = AnimElem = 2
anim = 741
ID = 740
pos = ceil(2*const(size.xscale)),ceil(-48*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1
pausemovetime = -1

[State 740, 3]
type = Helper
trigger1 = AnimElem = 3
name = "Bat"
ID = 740
stateno = 741
pos = ceil(18*const(size.xscale)),ceil(-20*const(size.xscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 740, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = F0, 1

[State 740, 5]
type = EnvColor
trigger1 = !Time
value = 255,255,255
time = 3

[State 740, 6]
type = PalFX
trigger1 = !Time
time = 5
add = 256,256,256
mul = 256,256,256
color = 256

[State 740, 7]
type = PlaySnd
trigger1 = !Time
value = F710,0

[State 740, 8]
type = Pause
trigger1 = !Time
time = 20
movetime = 20

[State 740, 9]
type = AssertSpecial
trigger1 = Time <= 36 && (GameTime % 2) = 0
flag = invisible
ignorehitpause = 1

[State 740, 10]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;-------------------------------------------------------------------------
;batty
[Statedef 741]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 6.5*const(size.xscale)
anim = 742
sprpriority = 2

[State 741, 1]
type = HitBy
trigger1 = 1
value = SCA,SP,HP
time = -1
ignorehitpause = 1

[State 741, 2]
type = HitOverride
trigger1 = 1
attr = SCA,SP,HP
slot = 0
stateno = 742
time = -1
ignorehitpause = 1

[State 741, 3]
type = HitDef
trigger1 = !Time
attr = S,SA
hitflag = MA-
guardflag = MA
animtype = Up
priority = 4,Hit
damage = ceil(50*Fvar(20)),0
pausetime = 12,12
sparkno = S6000
guard.sparkno = -1
sparkxy = -9, ceil(-16*const(size.xscale))
hitsound = F5,4
guardsound = F6,0
ground.type = High
guard.slidetime = 8
ground.hittime = 35
guard.hittime = 11
ground.velocity = -5.6*const(size.xscale),-2*const(size.yscale)
air.type = High
air.hittime = 100
air.velocity = -4.5*const(size.xscale), -2*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
id = 740
chainID = -1
nochainID = -1
hitonce = 0
kill = 0
guard.kill = 0
fall.kill = 0
numhits = 1
getpower = 0,0
givepower = 25,13

[State 741, 4]
type = ParentVarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 741, 5]
type = ParentVarAdd
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(5) = 10
ignorehitpause = 1

[State 741, 6]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 741, 7]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 741, 8]
type = DestroySelf
trigger1 = FrontEdgeDist < -40
;-------------------------------------------------------------------------
;batty
[Statedef 742]
type    = S
movetype= A
physics = N
anim = 1002
ctrl = 0
velset = 0,0

[State 742, 1]
type = ChangeAnim
trigger1 = !AnimTime
value = 1

[State 742, 2]
type = DestroySelf
trigger1 = !NumTarget && Anim = 1
trigger2 = NumTarget && Anim = 1
trigger2 = target,StateType = L
;---------------------------------------------------------------------------
;Summon (Air)
[Statedef 750]
type    = A
movetype= I
physics = N
poweradd = 100
ctrl = 0
anim = 750+(1*(NumExplod(90000002) != 0 || NumExplod(90000003) != 0 || NumExplod(90000001) != 0))
sprpriority = 2

[State 750, 1]
type = VarAdd
trigger1 = !Time
var(7) = Cond(Anim = 750,-50-(50*(Var(3) = 1)),-50)

[State 750, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 750, 3]
type = Helper
trigger1 = !Time
name = "Helper"
ID = 7000
stateno = 7000+(100*Var(3))+10*(Anim = 751)
pos = -50,0
postype = back
facing = 1
ownpal = 1

[State 750, 4]
type = VarSet
trigger1 = !Time
fvar(10) = Vel X

[State 750, 5]
type = VarSet
trigger1 = !Time
fvar(11) = Vel Y

[State 750, 6]
type = VelSet
trigger1 = !Time
x = (-.2*(-1*(fvar(10) > 0) + 1*(fvar(10) < 0)))*const(size.xscale)
y = (-.2*(-1*(fvar(11) > 0) + 1*(fvar(11) < 0)))*const(size.yscale)

[State 750, 7]
type = VelSet
trigger1 = Pos Y > -Vel Y && Vel Y != 0 && AnimElemTime(6) <= 0
x = 0
y = 0

[State 750, 8]
type = PosSet
trigger1 = Pos Y > -Vel Y && AnimElemTime(6) <= 0
y = 0

[State 750, 9]
type = StateTypeSet
trigger1 = AnimElem = 6
physics = A