[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 20
airjuggle = 25
sparkno = S6001
guard.sparkno = -1
KO.echo = 0
volume = 0
IntPersistIndex = 0
FloatPersistIndex = 0

[Size]
xscale = 1
yscale = 1
ground.back = 10
ground.front = 10
air.back = 12
air.front = 12
height = 40
attack.dist = 80
proj.attack.dist = 80
proj.doscale = 2
head.pos = -1, -60
mid.pos = -1, -30
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 1.85
walk.back = -1.65
run.fwd  = 3.4,-4.5
run.back = -3.2, -4.5
jump.neu = 0,-7.76
jump.back = -1.85
jump.fwd = 2
runjump.back = -1,-3.1
runjump.fwd = 1.2,-3.1
airjump.neu = 0
airjump.back = 0
airjump.fwd = 0

[Movement]
airjump.num = 0
airjump.height = 0
yaccel = .44
stand.friction = .85
crouch.friction = .82

[Quotes]
victory1 = "Just be glad you're not the one I'm hunting down..."
victory2 = "Well, I do appreciate the target practice."
victory3 = "I'm starting to wonder if I needed this suit for this fight..."
victory4 = "Well, at least you went out with a blast."
victory5 = "...that wasn't so bad."
victory6 = "Could you not interfere with my mission?"
victory7 = "I'll be honest, your jumps could use more of a screw in them."
victory8 = "...yeah, I'm not impressed. Get lost."
victory9 = "I fail to see how you're a hunter of any sort."
victory10 = "...what even are you?"
;---------------------------------------------------------------------------
;Var List

;***Universal***
;var(0) = Command variable
;var(1) = Famicom Fighters character detection
;var(2) = First hit counter
;var(3) = Helper select
;var(4) = Victory quote variable
;var(5) = Juggle Count
;var(6) = Helper health
;var(7) = Helper meter
;var(8) = Pause variable
;var(9) = Special move combo condition
;var(10) = Command Detection
;var(20) = Detection for first hit of multi-hit/multi-state moves
;var(21) = Test Var
;var(22) = Identification Variable
;var(23) = Counter for Training Mode Detection
;var(24) = Training Mode Var	  
;var(25) = Death State Check
;var(27) = Test Var
;var(28) = Super Finish
;var(30) = Hide helper bars and move names
;var(31) = Max helper health
;var(32) = Countdown for helper select
;var(33) = Back Charge
;var(34) = Back Charge Ready
;var(35) = Down Charge
;var(36) = Down Charge Ready
;var(37) = Projectile Ready
;var(38) = Helper Ready
;var(39) = Helper Projectile Ready
;var(40) = Air Guard Option
;var(41) = Air Recovery Option
;var(42) = Helpers Option
;var(43) = Pause Option 
;var(44) = Control Scheme
;var(45) = Standalone Helper Bar (X-Position)
;var(46) = Standalone Helper Bar (Y-Position)
;var(47) = Standalone Helper Bar (BG)
;var(48) = Alt Victory Music
;var(50) = Reaction var
;var(51) = Tag team var
;var(52) = Projectile animation var
;var(53) = Assist check
;var(54) = Hyper Tag-In check
;var(55) = AI switch check
;var(58) = Special move command time var
;var(59) = AI Var
;fvar(0) = Helper bars scaling
;fvar(20) = Damage scaling, current power
;fvar(21) = Damage scaling, future power
;fvar(24) = Test Var
;fvar(30) = Special projectile Vel X
;fvar(31) = Special projectile Vel Y
;fvar(32) = Super projectile Vel X
;fvar(33) = Super projectile Vel Y
;fvar(34) = Helper projectile Vel X
;fvar(35) = Helper projectile Vel Y
;fvar(36) = Helper Vel X
;fvar(37) = Helper Vel Y

;***Specific***
;var(11) = Projectile Speed
;var(12) = Freeze variable (1 - High Beam, 2 - Air Beam, 4 - Low Beam)
;var(13) = Missile Palette
;var(14) = Perfect win var
;var(16) = Super Armor
;var(17) = Super Armor Timer
;var(18) = Mine Ready
;fvar(10) = Air X-acceleration during air moves
;fvar(11) = Air Y-acceleration during air moves

;***Helpers***
;(Almost?) Universal
;-fvar(1) = Pos X coordinates
;-fvar(2) = Pos Y coordinates
;(Wave Beam)
;-var(1) = Velocity variable
;(Kraid Spike)
;-var(1) = Move hit
;(Pit Arrow)
;-var(1) = Move hit
;(Takamaru Fire)
;-var(1) = Move hit
;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 1
velset = 0,0

[State 5400, 1]
type = PlaySnd
trigger1 = !Time
value = S11,1
channel = 10

[State 5400, 2]
type = ChangeState
trigger1 = Time = 2
value = 5150

[State 5400, 3]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
flag2 = nomusic
flag3 = noshadow

[State 5400, 4]
type = AssertSpecial
trigger1 = 1
flag = roundnotover

[State 5400, 5]
type = Explod
trigger1 = !Time
anim = 5600
ID = 5600
pos = ceil(13*const(size.xscale)),ceil(-56*const(size.yscale))
postype = p1
vel = 3.13*const(size.xscale),-2.66*const(size.yscale)
accel = 0,0.26*const(size.yscale)
removetime = 60
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1
removeongethit = 0

[State 5400, 6]
type = Explod
trigger1 = !Time
anim = 5601
ID = 5600
pos = ceil(13*const(size.xscale)),ceil(-39*const(size.yscale))
postype = p1
vel = 3.13*const(size.xscale),-1.66*const(size.yscale)
accel = 0,0.2*const(size.yscale)
removetime = 60
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1
removeongethit = 0

[State 5400, 7]
type = Explod
trigger1 = !Time
anim = 5602
ID = 5600
pos = ceil(13*const(size.xscale)),ceil(-31*const(size.yscale))
postype = p1
vel = 3.13*const(size.xscale),-1.06*const(size.yscale)
accel = 0,0.16*const(size.yscale)
removetime = 60
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1
removeongethit = 0

[State 5400, 8]
type = Explod
trigger1 = !Time
anim = 5603
ID = 5600
pos = ceil(-13*const(size.xscale)),ceil(-56*const(size.yscale))
postype = p1
vel = -3.13*const(size.xscale),-2.66*const(size.yscale)
accel = 0,0.26*const(size.yscale)
removetime = 60
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1
removeongethit = 0

[State 5400, 9]
type = Explod
trigger1 = !Time
anim = 5604
ID = 5600
pos = ceil(-13*const(size.xscale)),ceil(-39*const(size.yscale))
postype = p1
vel = -3.13*const(size.xscale),-1.66*const(size.yscale)
accel = 0,0.2*const(size.yscale)
removetime = 60
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1
removeongethit = 0

[State 5400, 10]
type = Explod
trigger1 = !Time
anim = 5605
ID = 5600
pos = ceil(-13*const(size.xscale)),ceil(-31*const(size.yscale))
postype = p1
vel = -3.13*const(size.xscale),-1.06*const(size.yscale)
accel = 0,0.16*const(size.yscale)
removetime = 60
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1
removeongethit = 0

[State 5400, 11]
type = PosSet
trigger1 = Time = 1
y = 1000 
;------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = !MatchOver && !Time
value = 181+8*(enemy,Name = "Bonus" && enemy,Var(0) = 0 && enemy,Var(5) = 0)

[State 180, 2]
type = ChangeState
trigger1 = (Life < 1100) || !Var(14) && MatchOver && !Time
value = 182+7*(enemy,Name = "Bonus" && enemy,Var(0) = 0 && enemy,Var(5) = 0)

[State 180, 2]
type = ChangeState
trigger1 = Life >= 1100 && Var(14) && MatchOver && !Time
value = 183+6*(enemy,Name = "Bonus" && enemy,Var(0) = 0 && enemy,Var(5) = 0)

;---------------------------------------------------------------------------
;Round Win
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 181, 1]
type = Explod
trigger1 = AnimElem = 4 || AnimElem = 7
anim = 185
ID = 180
pos = ceil(-14*const(size.xscale)),ceil(-57*const(size.yscale))
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-6*const(size.yscale)
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1
removeongethit = 0

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 7
value = S1000,0

[State 181, 3]
type = PlaySnd
trigger1 = Time = 28 || Time = 51
value = S1160,1

[State 181, 4]
type = AssertSpecial
trigger1 = Time <= 148
flag = roundnotover

[State 181, 5]
type = VarSet
trigger1 = Life >= 1100 && !Time
var(14) = 1

;---------------------------------------------------------------------------
;Match Win
[Statedef 182]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 1]
type = AssertSpecial
trigger1 = Time < 255
flag = roundnotover

[State 181, 3]
type = PlaySnd
triggerall = !NumPartner
trigger1 = Time = 0
value = S180,0

[State 181, 4]
type = PlaySnd
triggerall = NumPartner
trigger1 = (ID = 56 || ID = 58) && !Time
trigger2 = (ID = 57 || ID = 59) && partner,Alive = 0 && !Time
value = S180,0

;---------------------------------------------------------------------------
;Perfect Win
[Statedef 183]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 181, 1]
type = AssertSpecial
trigger1 = Time < 255
flag = roundnotover

[State 181, 3]
type = PlaySnd
trigger1 =!NumPartner && Time = 0
value = S180,0

[State 181, 4]
type = PlaySnd
triggerall = NumPartner
trigger1 = (ID = 56 || ID = 58) && !Time
trigger2 = (ID = 57 || ID = 59) && partner,Alive = 0 && !Time
value = S180,0

;---------------------------------------------------------------------------
; PREINTRO
[Statedef 190]
type = S
ctrl = 0
velset = 0,0
sprpriority = 5

[State -2, Intro Countdown]
type = VarSet
trigger1 = !Time && !NumPartner
var(32) = 181

[State 190, 1] ;Go straight to intro.
type = ChangeState
trigger1 = !NumPartner && !Time
value = 191;+1*(PalNo = 6)

[State 190, 2] ;Go straight to intro.
type = ChangeState
triggerall = NumPartner && (ID = 56 || ID = 58)
trigger1 = !Time
value = 191;+1*(PalNo = 6)

[State 190, 2] ;Go straight to intro.
type = ChangeState
triggerall = NumPartner && (ID = 57 || ID = 59)
trigger1 = Time = 0
value = 195
;---------------------------------------------------------------------------
; Introduction
[Statedef 191]
type = S
ctrl = 0
anim = 190
sprpriority = 5

[State 191, 1]
type = AssertSpecial
trigger1 = Time < 88
flag = Intro

[State 191, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = S190,0

[State 191, 4]
type = ChangeState
trigger1 = !AnimTime
value = 0
;---------------------------------------------------------------------------
; Introduction
[Statedef 192]
type = S
ctrl = 0
anim = 191
sprpriority = 5

[State 191, 1]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 191, 3]
type = Explod
trigger1 = AnimElem = 3
anim = 901
ID = 190
pos = ceil(16*const(size.xscale)),ceil(-72*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
removetime = 24
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1

[State 191, 4]
type = Explod
trigger1 = Time = 40
anim = 901
ID = 190
pos = ceil(16*const(size.xscale)),ceil(-72*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = -.4*const(size.xscale),1.2*const(size.yscale)
removetime = 36
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1

[State 191, 5]
type = PalFX
trigger1 = Time = 77 
time = 1
add = 255,255,255

[State 191, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = F0,0

[State 191, 7]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1160,0

[State 191, 8]
type = PlaySnd
trigger1 = Time = 77
value = S191,0

[State 191, 9]
type = ChangeState
trigger1 = !AnimTime
value = 0

;---------------------------------------------------------------------------
; Taunt
[Statedef 195]
type = S
movetype = I
physics = S
ctrl = 0
anim = 195
velset = 0,0
sprpriority = 2

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 6
value = S195,0

[State 195, 2]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;========================<EXPLODSIVE BUFFERING HELPER>=============================
[StateDef 90000005]
type = A
physics = N
moveType = I
anim = 1
velSet = 0,0
ctrl = 0
     
[State 90000005, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "by JustMorphPointman"
ignoreHitPause = 1
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
;HIT_DEFEATED
[Statedef 5600]
type    = L
movetype= H
physics = N
sprpriority = -3
velset = 0,0
anim = 1
ctrl = 0

[State 5400, 1]
type = PlaySnd
trigger1 = !Time
value = S11,1
channel = 10

[State 5400, 2]
type = ChangeState
trigger1 = Time = 2
value = 5150

[State 5400, 3]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = noshadow

[State 5400, 4]
type = AssertSpecial
trigger1 = 1
flag = roundnotover

[State 5400, 5]
type = Explod
trigger1 = !Time
anim = 5600
ID = 5600
pos = ceil(13*const(size.xscale)),ceil(-56*const(size.yscale))
postype = p1
vel = 3.13*const(size.xscale),-2.66*const(size.yscale)
accel = 0,0.26*const(size.yscale)
removetime = 60
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1
removeongethit = 0

[State 5400, 6]
type = Explod
trigger1 = !Time
anim = 5601
ID = 5600
pos = ceil(13*const(size.xscale)),ceil(-39*const(size.yscale))
postype = p1
vel = 3.13*const(size.xscale),-1.66*const(size.yscale)
accel = 0,0.2*const(size.yscale)
removetime = 60
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1
removeongethit = 0

[State 5400, 7]
type = Explod
trigger1 = !Time
anim = 5602
ID = 5600
pos = ceil(13*const(size.xscale)),ceil(-31*const(size.yscale))
postype = p1
vel = 3.13*const(size.xscale),-1.06*const(size.yscale)
accel = 0,0.16*const(size.yscale)
removetime = 60
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1
removeongethit = 0

[State 5400, 8]
type = Explod
trigger1 = !Time
anim = 5603
ID = 5600
pos = ceil(-13*const(size.xscale)),ceil(-56*const(size.yscale))
postype = p1
vel = -3.13*const(size.xscale),-2.66*const(size.yscale)
accel = 0,0.26*const(size.yscale)
removetime = 60
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1
removeongethit = 0

[State 5400, 9]
type = Explod
trigger1 = !Time
anim = 5604
ID = 5600
pos = ceil(-13*const(size.xscale)),ceil(-39*const(size.yscale))
postype = p1
vel = -3.13*const(size.xscale),-1.66*const(size.yscale)
accel = 0,0.2*const(size.yscale)
removetime = 60
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1
removeongethit = 0

[State 5400, 10]
type = Explod
trigger1 = !Time
anim = 5605
ID = 5600
pos = ceil(-13*const(size.xscale)),ceil(-31*const(size.yscale))
postype = p1
vel = -3.13*const(size.xscale),-1.06*const(size.yscale)
accel = 0,0.16*const(size.yscale)
removetime = 60
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1
removeongethit = 0

[State 5400, 11]
type = PosSet
trigger1 = Time = 1
y = 1000 