; ------------------------------------------------------------
; Street Fighter Alpha 3'S Blanka, The Amazonian Weirdo By MHz
; ------------------------------------------------------------

;* VARIABLES
[Data]
Life = 1000
Attack = 100
Defence = 100
Fall.Defence_Up = 50
Liedown.Time = 60
Airjuggle = 15
Sparkno = 2
Guard.Sparkno = 40
Ko.Echo = 0
Volume = 50

[Size]
Xscale = 1
Yscale = 1
Ground.Back = 20
Ground.Front = 29
Air.Back = 20
Air.Front = 30
Z.Width = 3
Height = 60
Attack.Width = 4,4
Attack.Dist = 160
Proj.Attack.Dist = 90
Proj.Doscale = 0

[Velocity]
Walk.Fwd  = 2.5
Walk.Back = -2.2
Run.Fwd  = 4, 0
Run.Back = -5,-5
Jump.Neu = 0,-10
Jump.Back = -2.65
Jump.Fwd = 2.6
Runjump.Back = -2.55,-8.1
Runjump.Fwd = 4,-8.1
Airjump.Neu = 0,-8.1
Airjump.Back = -2.55,-8.1
Airjump.Fwd = 2.5,-8.1

[Movement]
Airjump.Num = 0
Airjump.Height = 35
Yaccel = .45
Stand.Friction = .85
Crouch.Friction = .82

;---------------------------------------------------------------------------
; Format:
; [Statedef Stateno]
; Type = ?      S/C/A/L  Stand/Crouch/Air/Liedown
; Movetype = ?  I/A/H    Idle/Attack/Gethit
; Physics = ?   S/C/A/N  Stand/Crouch/Air/None
; Juggle = ?             Air Juggle Points Move Requires
;

;* STATIC
;---------------------------------------------------------------------------
[Statedef 0160] ; Taunt
Type = S
Ctrl = 0
Anim = 160

[State 160, Snd]
Type = Playsnd
Trigger1 = Time = 0
Value = S181,0

[State 160, End]
Type = Changestate
Trigger1 = Animtime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
[Statedef 0170] ; Lose (Time Over)
Type = S
Ctrl = 0
Anim = 170
Velset = 0,0,0

[State 170, 1]
Type = Nothitby
Trigger1 = Time >= 0
Value = Sca
Time = 1

;---------------------------------------------------------------------------
[Statedef 0180] ; Win
Type = S

[State 180, Snd]
Type = Playsnd
Trigger1 = Time = 0
Value = S181,0

[State 180, End]
Type = Changestate
Trigger1 = Time = 0
Value = 181

;---------------------------------------------------------------------------
[Statedef 0181] ; Win1
Type = S
Ctrl = 0
Anim = 181
Velset = 0,0,0

[State 181, 2]
Type = Playsnd
Trigger1 = Animelem = 5
Value = S12, 1

[State 181, 1]
Type = Nothitby
Trigger1 = Time >= 0
Value = Sca
Time = 1

;---------------------------------------------------------------------------
[Statedef 0191] ; Intro
Type = S
Ctrl = 0
Anim = 190
Velset = 0,0,0

[State 191, 1]
Type = Varset
Trigger1 = Time = 0
V = 9
Value = 1

[State 191, 7]
Type = Varset
Trigger1 = Time = 20
V = 9
Value = 0

[State 191, 3]
Type = Assertspecial
Trigger1 = Time = [0,40]
Flag = Intro

;* BASICS (STANDING)
;---------------------------------------------------------------------------
[Statedef 0200] ; Stand X
Type    = S
Movetype= A
Physics = S
Juggle  = 1
Velset = 0,0
Ctrl = 0
Anim = 200
Poweradd = 20

[State 200, 1]
Type = Playsnd
Trigger1 = Time = 1
Value = S12, 0

[State 200, 2]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = S, Na
Damage    = 25
Animtype = Light
Guardflag = Ma
Hitflag = Maf
Priority = 3, Hit
Pausetime = 7,8
Numhits = 1
Sparkno = 0
Sparkxy = -10,-70
Hitsound = 5,0
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 5
Ground.Hittime  = 11
Ground.Velocity = -4
Airguard.Velocity = -1.9    
Air.Velocity = -1.3,-3

[State 200, 7]
Type = Changestate
Trigger1 = Animtime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
[Statedef 0210] ; Stand Y
Type    = S
Movetype= A
Physics = S
Juggle  = 4
Poweradd= 40
Ctrl = 0
Velset = 0,0,0
Anim = 210

[State 210, 1]
Type = Playsnd
Trigger1 = Time = 1
Value = S12, 1

[State 210, 2]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = S, Na
Animtype  = Medium
Damage    = 65
Guardflag = Ma
Pausetime = 11,11
Sparkno = 1
Sparkxy = -10,-70
Hitsound   = 5,1
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 12
Ground.Hittime  = 15
Ground.Velocity = -5
Air.Velocity = -2.2,-3.2

[State 210, 3]
Type = Changestate
Trigger1 = Animtime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
[Statedef 0220] ; Stand Z
Type    = S
Movetype= A
Physics = S
Juggle  = 4
Poweradd= 60
Ctrl = 0
Velset = 0,0,0
Anim = 220

[State 220, 1]
Type = Playsnd
Trigger1 = Time = 1
Value = S12, 2

[State 200, 1]
Type = Playsnd
Trigger1 = Time = 2
Value = S13, 1
Volume = 200

[State 220, 8]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = S, Na
Animtype  = Hard
Damage    = 80
Guardflag = Ma
Pausetime = 11,11
Sparkxy = -10,-70
Hitsound   = 5,2
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 12
Ground.Hittime  = 15
Air.Hittime = 24
Ground.Velocity = 0   
Air.Velocity = -4,-5
Guard.Velocity = -3   
Airguard.Velocity = -3   
Fall.Recover = 0

[State 220, 10]
Type = Changestate
Trigger1 = Animtime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
[Statedef 0230] ; Stand A
Type    = S
Movetype= A
Physics = S
Juggle  = 1
Velset = 0,0
Ctrl = 0
Anim = 230
Poweradd = 20

[State 200, 1]
Type = Playsnd
Trigger1 = Time = 2
Value = S12, 0

[State 230, 2]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = S, Na
Damage    = 25
Animtype = Light
Guardflag = Ma
Hitflag = Maf
Priority = 3, Hit
Pausetime = 7,8
Numhits = 1
Sparkno = 0
Sparkxy = -10,-70
Hitsound = 5,0
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 5
Ground.Hittime  = 11
Ground.Velocity = -4
Airguard.Velocity = -1.9    
Air.Velocity = -1.3,-3

[State 230, 7]
Type = Changestate
Trigger1 = Animtime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
[Statedef 0240] ; Stand B
Type    = S
Movetype= A
Physics = S
Juggle  = 4
Poweradd= 60
Ctrl = 0
Velset = 0,0,0
Anim = 240

[State 240, 1]
Type = Playsnd
Trigger1 = Time = 2
Value = S12, 1

[State 240, 2]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = S, Na
Animtype  = Hard
Damage    = 65
Guardflag = Ma
Pausetime = 11,11
Sparkxy = -10,-70
Hitsound   = 5,1
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 12
Ground.Hittime  = 15
Ground.Velocity = -5
Air.Velocity = -2.2,-3.2

[State 240, 3]
Type = Changestate
Trigger1 = Animtime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
[Statedef 0250] ; Stand C
Type    = S
Movetype= A
Physics = S
Juggle  = 7
Poweradd= 80
Ctrl = 0
Anim = 250
Velset = 0,0

[State 250, 1]
Type = Playsnd
Trigger1 = Time = 2
Value = S12, 2

[State 200, 1]
Type = Playsnd
Trigger1 = Time = 2
Value = S13, 1
Volume = 200

[State 250, 3]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = S, Na
Animtype  = Hard
Damage    = 80
Guardflag = Ma
Pausetime = 11,11
Sparkxy = -10,-70
Hitsound   = 5,2
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 12
Ground.Hittime  = 15
Ground.Velocity = -5
Air.Velocity = -2.2,-3.2

[State 250, 9]
Type = Changestate
Trigger1 = Animtime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
[Statedef 0205] ; Stand X Close
Type    = S
Movetype= A
Physics = S
Juggle  = 1
Velset = 0,0
Ctrl = 0
Anim = 205
Poweradd = 20

[State 200, 1]
Type = Playsnd
Trigger1 = Time = 1
Value = S12, 0

[State 200, 2]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = S, Na
Damage    = 25
Animtype = Light
Guardflag = Ma
Hitflag = Maf
Priority = 3, Hit
Pausetime = 7,8
Numhits = 1
Sparkno = 0
Sparkxy = -10,-70

Hitsound = 5,0
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 5
Ground.Hittime  = 11
Ground.Velocity = -4
Airguard.Velocity = -1.9    
Air.Velocity = -1.3,-3

[State 200, 7]
Type = Changestate
Trigger1 = Animtime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
[Statedef 0215] ; Stand Y Close
Type    = S
Movetype= A
Physics = S
Juggle  = 4
Poweradd= 60
Ctrl = 0
Velset = 0,0,0
Anim = 215

[State 240, 1]
Type = Playsnd
Trigger1 = Time = 2
Value = S12, 1

[State 240, 2]
Type = Hitdef
Trigger1 = Animelem = 3
Attr = S, Na
Animtype  = Hard
Damage    = 65
Guardflag = Ma
Pausetime = 11,11
Sparkxy = -10,-70
Hitsound   = 5,1
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 12
Ground.Hittime  = 15
Ground.Velocity = -2
Air.Velocity = -2.2,-2.2

[State 240, 2]
Type = Hitdef
Trigger1 = Animelem = 4
Attr = S, Na
Animtype  = Hard
Damage    = 65
Guardflag = Ma
Pausetime = 11,11
Sparkxy = -10,-70
Hitsound   = 5,1
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 12
Ground.Hittime  = 15
Ground.Velocity = -5
Air.Velocity = -2.2,-3.2

[State 240, 3]
Type = Changestate
Trigger1 = Animtime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
[Statedef 0235] ; Stand A Close
Type    = S
Movetype= A
Physics = S
Juggle  = 1
Velset = 0,0
Ctrl = 0
Anim = 235
Poweradd = 20

[State 200, 1]
Type = Playsnd
Trigger1 = Time = 2
Value = S12, 0

[State 230, 2]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = S, Na
Damage    = 25
Animtype = Light
Guardflag = Ma
Hitflag = Maf
Priority = 3, Hit
Pausetime = 7,8
Numhits = 1
Sparkno = 0
Sparkxy = -10,-70
Hitsound = 5,0
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 5
Ground.Hittime  = 11
Ground.Velocity = -4
Airguard.Velocity = -1.9    
Air.Velocity = -1.3,-3

[State 230, 7]
Type = Changestate
Trigger1 = Animtime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
[Statedef 0245] ; Stand B
Type    = S
Movetype= A
Physics = S
Juggle  = 4
Poweradd= 60
Ctrl = 0
Velset = 0,0,0
Anim = 245

[State 240, 1]
Type = Playsnd
Trigger1 = Time = 2
Value = S12, 1

[State 240, 2]
Type = Hitdef
Trigger1 = Animelem = 4
Attr = S, Na
Animtype  = Hard
Damage    = 65
Guardflag = Ma
Pausetime = 11,11
Sparkxy = -10,-70
Hitsound   = 5,1
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 12
Ground.Hittime  = 15
Ground.Velocity = -2
Air.Velocity = -2.2,-2.2

[State 240, 2]
Type = Hitdef
Trigger1 = Animelem = 5
Attr = S, Na
Animtype  = Hard
Damage    = 65
Guardflag = Ma
Pausetime = 11,11
Sparkxy = -10,-70
Hitsound   = 5,1
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 12
Ground.Hittime  = 15
Ground.Velocity = -5
Air.Velocity = -2.2,-3.2

[State 240, 3]
Type = Changestate
Trigger1 = Animtime = 0
Value = 0
Ctrl = 1

;* BASICS (CROUCHING)
;---------------------------------------------------------------------------
[Statedef 0400] ; Crouch X
Type    = C
Movetype= A
Physics = C
Juggle  = 6
Poweradd= 15
Ctrl = 0
Anim = 400

[State 400, 1]
Type = Playsnd
Trigger1 = Time = 1
Value = S12, 0

[State 200, 1]
Type = Playsnd
Trigger1 = Time = 2
Value = S13, 0
Volume = 200

[State 400, 2]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = C, Na
Damage    = 25
Animtype  = Light
Getpower  = 10
Givepower = 8
Hitflag = Maf
Guardflag = L
Pausetime = 10,12
Sparkno = 0
Sparkxy = -2,-41
Hitsound   = 5,0
Guardsound = 6,0
Ground.Type = Low
Ground.Slidetime = 4
Ground.Hittime  = 15
Ground.Velocity = -4
Air.Velocity = -1.3,-3
Down.Velocity = -4,0
Down.Hittime = 15

[State 400, 3]
Type = Ctrlset
Trigger1 = Time = 2
Value = 1

[State 400, 4]
Type = Changestate
Trigger1 = Animtime = 0
Value = 11

;---------------------------------------------------------------------------
[Statedef 0410] ; Crouch Y
Type    = C
Movetype= A
Physics = C
Juggle  = 7
Poweradd= 70
Ctrl = 0
Anim = 410

[State 410, 1]
Type = Playsnd
Trigger1 = Time = 1
Value = S12, 1

[State 200, 1]
Type = Playsnd
Trigger1 = Time = 2
Value = S13, 1
Volume = 200

[State 410, 3]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = C, Na
Damage    = 65
Animtype  = Medium
Getpower  = 40
Givepower = 40
Hitflag = Maf
Guardflag = L
Pausetime = 10,12
Sparkno = 1
Sparkxy = -2,-41
Hitsound   = 5,1
Guardsound = 6,0
Ground.Type = Low
Ground.Slidetime = 4
Ground.Hittime  = 15
Ground.Velocity = -4
Air.Velocity = -1.3,-3
Down.Velocity = -4,0
Down.Hittime = 15

[State 410, 4]
Type = Changestate
Trigger1 = Animtime = 0
Value = 11
Ctrl = 1

;---------------------------------------------------------------------------
[Statedef 0420] ; Crouch Z
Type    = C
Movetype= A
Physics = C
Juggle  = 7
Poweradd= 70
Ctrl = 0
Anim = 420
Velset = 0,0,0

[State 420, 2]
Type = Playsnd
Trigger1 = Time = 2
Value = S12, 2

[State 200, 1]
Type = Playsnd
Trigger1 = Time = 2
Value = S13, 1
Volume = 200

[State 420, 4]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = C, Na
Damage    = 80
Animtype = Heavy
Guardflag = M
Hitflag = Maf
Priority = 4, Hit
Pausetime = 10,8
Sparkxy = -20,-60
Hitsound = 5,2
Guardsound = S20,6
Ground.Type = Low
Ground.Slidetime = 15
Ground.Hittime  = 20
Air.Hittime = 24
Ground.Velocity = -5
Air.Velocity = -2.2,-3.2

[State 420, 5]
Type = Changestate
Trigger1 = Animtime = 0
Value = 11
Ctrl = 1

;---------------------------------------------------------------------------
[Statedef 0425] ; Crouch Z Start Slide
Type    = C
Movetype= A
Physics = C
Juggle  = 7
Poweradd= 70
Ctrl = 0
Anim = 425
Velset = 0,0

[State 425, 4]
Type = Changestate
Trigger1 = Animtime = 0
Value = 426

;---------------------------------------------------------------------------
[Statedef 0426] ; Crouch Z Slide
Type    = C
Movetype= A
Physics = C
Juggle  = 7
Ctrl = 0
Anim = 426
Velset = 20,0

[State 425, 4]
Type = Playsnd
Trigger1 = Time = 0
Value = 14,0

[State 425, 3]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = C, Na
Damage    = 80
Animtype  = Hard
Getpower  = 40
Givepower = 40
Hitflag = Maf
Guardflag = L
Pausetime = 12,12
Sparkxy = -5,-10
Hitsound   = 5,2
Guardsound = 6,0
Ground.Type = Trip
Ground.Slidetime = 12
Ground.Hittime = 12
Guard.Velocity = -6
Ground.Velocity = -6
All = 1

[State 425, 4]
Type = Changestate
Trigger1 = Animtime = 0
Trigger2 = Vel X <= 1
Value = 427

[Statedef 0427] ; Crouch Z Getupslide
Type    = C
Movetype= A
Physics = C
Juggle  = 7
Ctrl = 0
Anim = 427
Velset = 0,0

[State 425, 4]
Type = Changestate
Trigger1 = Animtime = 0
Value = 11
Ctrl=1

;---------------------------------------------------------------------------
[Statedef 0430] ; Crouch A
Type    = C
Movetype= A
Physics = C
Juggle  = 6
Poweradd= 15
Ctrl = 0
Anim = 430

[State 430, 1]
Type = Playsnd
Trigger1 = Time = 2
Value = S12, 0

[State 200, 1]
Type = Playsnd
Trigger1 = Time = 2
Value = S13, 0
Volume = 200

[State 430, 2]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = C, Na
Damage    = 25
Animtype  = Light
Getpower  = 10
Givepower = 8
Hitflag = Maf
Guardflag = L
Pausetime = 10,12
Sparkno = 0
Sparkxy = -5,-10
Hitsound   = 5,0
Guardsound = 6,0
Ground.Type = Low
Ground.Slidetime = 4
Ground.Hittime  = 15
Ground.Velocity = -4
Air.Velocity = -1.3,-3
Down.Velocity = -4,0
Down.Hittime = 20

[State 430, 3]
Type = Ctrlset
Trigger1 = Time = 2
Value = 1

[State 430, 4]
Type = Changestate
Trigger1 = Animtime = 0
Value = 11

;---------------------------------------------------------------------------
[Statedef 0440] ; Crouch B
Type    = C
Movetype= A
Physics = C
Juggle  = 7
Poweradd= 70
Ctrl = 0
Anim = 440

[State 440, 2]
Type = Playsnd
Trigger1 = Time = 2
Value = S12, 1

[State 200, 1]
Type = Playsnd
Trigger1 = Time = 2
Value = S13, 1
Volume = 200

[State 440, 3]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = C, Na
Damage    = 65
Animtype  = Medium
Getpower  = 40
Givepower = 40
Hitflag = Maf
Guardflag = L
Pausetime = 10,12
Sparkno = 1
Sparkxy = -2,-41
Hitsound   = 5,1
Guardsound = 6,0
Ground.Type = Low
Ground.Slidetime = 4
Ground.Hittime  = 15
Ground.Velocity = -4
Air.Velocity = -1.3,-3
Down.Velocity = -4,0
Down.Hittime = 15

[State 440, 4]
Type = Changestate
Trigger1 = Animtime = 0
Value = 11
Ctrl = 1

;---------------------------------------------------------------------------
[Statedef 0450] ; Crouch C
Type    = C
Movetype= A
Physics = C
Juggle  = 7
Poweradd= 80
Ctrl = 0
Anim = 450

[State 450, 2]
Type = Playsnd
Trigger1 = Time = 2
Value = S12, 2

[State 200, 1]
Type = Playsnd
Trigger1 = Time = 2
Value = S13, 1
Volume = 200

[State 450, 3]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = C, Na
Damage    = 80
Animtype  = Hard
Getpower  = 40
Givepower = 40
Hitflag = Maf
Guardflag = L
Pausetime = 12,12
Sparkxy = -5,-10
Hitsound   = 5,2
Guardsound = 6,0
Ground.Type = Trip
Ground.Slidetime = 12
Ground.Hittime = 12
Ground.Velocity = 0   
Air.Velocity = -4,-3
Guard.Velocity = -3   
Airguard.Velocity = -3   
All = 1

[State 450, 5]
Type = Changestate
Trigger1 = Animtime = 0
Value = 11
Ctrl = 1

;* BASICS (JUMPING)
;---------------------------------------------------------------------------
[Statedef 0600] ; Jump X
Type    = A
Movetype= A
Physics = A
Juggle  = 2
Poweradd= 11
Ctrl = 0
Anim = 600

[State 600, 2]
Type = Playsnd
Trigger1 = Time = 2
Value = S12, 0

[State 600, 2]
Type = Playsnd
Trigger1 = Time = 2
Value = S13, 0
Volume = 210

[State 600, 2]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = A, Na
Damage    = 25
Getpower  = 10
Givepower = 10
Guardflag = Ha
Priority = 3
Pausetime = 7,8
Sparkno = 0
Sparkxy = -10,-51
Hitsound   = 5,0
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 5
Ground.Hittime  = 5
Ground.Velocity = -4
Air.Velocity = -1.3,-3

[State 600, 3]
Type = Ctrlset
Trigger1 = Time = 17
Value = 1

[State 600, 4]
Type = Changestate
Trigger1 = Animtime = 0
Value = 50

;---------------------------------------------------------------------------
[Statedef 0610] ; Jump Y
Type    = A
Movetype= A
Physics = A
Juggle  = 3
Poweradd= 55
Ctrl = 0
Anim = 610

[State 610, 2]
Type = Playsnd
Trigger1 = Time = 2
Value = S12, 1

[State 600, 2]
Type = Playsnd
Trigger1 = Time = 2
Value = S13, 1
Volume = 210

[State 610, 3]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = A, Na
Damage    = 65
Getpower  = 50
Givepower = 25
Guardflag = Ha
Priority = 3
Pausetime = 9,10
Sparkno = 1
Sparkxy = -10,-51
Hitsound   = 5,1
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 9
Ground.Hittime  = 9
Ground.Velocity = -4
Air.Velocity = -1.3,-3

[State 610, 4]
Type = Changestate
Trigger1 = Animtime = 0
Value = 50
Ctrl = 1

;---------------------------------------------------------------------------
[Statedef 0620] ; Jump Z
Type    = A
Movetype= A
Physics = A
Juggle  = 3
Poweradd= 55
Ctrl = 0
Anim = 620

[State 620, 2]
Type = Playsnd
Trigger1 = Time = 2
Value = S12, 2

[State 600, 2]
Type = Playsnd
Trigger1 = Time = 2
Value = S13, 1
Volume = 210

[State 620, 3]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = A, Na
Damage    = 80
Getpower  = 50
Givepower = 25
Guardflag = Ha
Priority = 3
Pausetime = 9,10
Sparkxy = -10,-51
Hitsound   = 5,2
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 9
Ground.Hittime  = 9
Ground.Velocity = -4
Air.Velocity = -1.3,-3

[State 620, 4]
Type = Changestate
Trigger1 = Animtime = 0
Value = 50
Ctrl = 1

;---------------------------------------------------------------------------
[Statedef 0630] ; Jump A
Type    = A
Movetype= A
Physics = A
Juggle  = 2
Poweradd= 11
Ctrl = 0
Anim = 630

[State 630, 1]
Type = Playsnd
Trigger1 = Time = 2
Value = S12, 0

[State 600, 2]
Type = Playsnd
Trigger1 = Time = 2
Value = S13, 0
Volume = 210

[State 630, 2]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = A, Na
Damage    = 12
Getpower  = 10
Givepower = 10
Guardflag = Ha
Priority = 3
Pausetime = 7,8
Sparkno = 0
Sparkxy = -10,-51
Hitsound   = 5,0
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 5
Ground.Hittime  = 5
Ground.Velocity = -4
Air.Velocity = -1.3,-3

[State 630, 3]
Type = Ctrlset
Trigger1 = Time = 17
Value = 1

[State 630, 4]
Type = Changestate
Trigger1 = Animtime = 0
Value = 50

;---------------------------------------------------------------------------
[Statedef 0640] ; Jump B
Type    = A
Movetype= A
Physics = A
Juggle  = 3
Poweradd= 55
Ctrl = 0
Anim = 640

[State 640, 1]
Type = Playsnd
Trigger1 = Time = 2
Value = S12, 1

[State 600, 2]
Type = Playsnd
Trigger1 = Time = 2
Value = S13, 1
Volume = 210

[State 640, 3]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = A, Na
Damage    = 40
Getpower  = 50
Givepower = 25
Guardflag = Ha
Priority = 3
Pausetime = 9,10
Sparkno = 1
Sparkxy = -10,-51
Hitsound   = 5,2
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 9
Ground.Hittime  = 9
Ground.Velocity = -4
Air.Velocity = -1.3,-3

[State 640, 4]
Type = Changestate
Trigger1 = Animtime = 0
Value = 50
Ctrl = 1

;---------------------------------------------------------------------------
[Statedef 0650] ; Jump C
Type    = A
Movetype= A
Physics = A
Juggle  = 3
Poweradd= 55
Ctrl = 0
Anim = 650

[State 650, 1]
Type = Playsnd
Trigger1 = Time = 2
Value = S12, 2

[State 600, 2]
Type = Playsnd
Trigger1 = Time = 2
Value = S13, 1
Volume = 210

[State 650, 3]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = A, Na
Damage    = 70
Getpower  = 50
Givepower = 25
Guardflag = Ha
Priority = 3
Pausetime = 9,10
Sparkxy = -10,-51
Hitsound   = 5,2
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 9
Ground.Hittime  = 9
Ground.Velocity = -4
Air.Velocity = -1.3,-3

[State 650, 4]
Type = Changestate
Trigger1 = Animtime = 0
Value = 50
Ctrl = 1


;* SPECIALS
;---------------------------------------------------------------------------
[Statedef 1000] ; Elec X Loop
Type    = C
Movetype= A
Physics = C
Poweradd= 15
Ctrl = 0
Anim = 1000

[State 650, 3]
Type = Playsnd
Trigger1 = Timemod = 9, 0
Value = 15,0

[State 650, 3]
Type = Hitdef
Trigger1 = Timemod = 8, 0
Attr = A, Na
Damage    = 30
Getpower  = 50
Givepower = 25
Guardflag = Ha
Priority = 3
Pausetime = 9,12
Sparkxy = -10,-51
Hitsound   = 5,2
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 9
Ground.Hittime  = 12
Ground.Velocity = -4
Air.Velocity = -1.3,-3
Palfx.Time = 7
Palfx.Add = 128,64,32


[State 650, 4]
Type = Changestate
Trigger1 = Time > 80
Trigger1 = Command != "x"
Value = 1001



[Statedef 1001] ; Elec X End
Type    = C
Movetype= A
Physics = C
Ctrl = 0
Anim = 1001

[State 650, 3]
Type = Playsnd
Trigger1 = Timemod = 9, 0
Value = 15,0

[State 650, 3]
Type = Hitdef
Trigger1 = Timemod = 8, 0
Attr = A, Na
Damage    = 30
Getpower  = 50
Givepower = 25
Guardflag = Ha
Priority = 3
Pausetime = 9,10
Sparkxy = -10,-51
Hitsound   = 5,2
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 9
Ground.Hittime  = 9
Ground.Velocity = -4
Air.Velocity = -1.3,-3

[State 650, 4]
Type = Changestate
Trigger1 = Animtime = 0
Value = 11
Ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1010] ; Elec Y
Type    = C
Movetype= A
Physics = C
Poweradd= 20
Ctrl = 0
Anim = 1010

[State 650, 3]
Type = Playsnd
Trigger1 = Timemod = 9, 0
Value = 15,0

[State 650, 3]
Type = Hitdef
Trigger1 = Timemod = 8, 0
Attr = A, Na
Damage    = 35
Getpower  = 50
Givepower = 25
Guardflag = Ha
Priority = 3
Pausetime = 9,12
Sparkxy = -10,-51
Hitsound   = 5,2
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 9
Ground.Hittime  = 12
Ground.Velocity = -4
Air.Velocity = -1.3,-3
Palfx.Time = 7
Palfx.Add = 128,64,32

[State 650, 4]
Type = Changestate
Trigger1 = Animtime = 0
Value = 11
Ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1020] ; Elec Z
Type    = C
Movetype= A
Physics = C
Poweradd= 25
Ctrl = 0
Anim = 1020

[State 650, 3]
Type = Playsnd
Trigger1 = Timemod = 9, 0
Value = 15,0

[State 650, 3]
Type = Hitdef
Trigger1 = Timemod = 8, 0
Attr = A, Na
Damage    = 40
Getpower  = 50
Givepower = 25
Guardflag = Ha
Priority = 3
Pausetime = 9,12
Sparkxy = -10,-51
Hitsound   = 5,2
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 9
Ground.Hittime  = 12
Ground.Velocity = -4
Air.Velocity = -1.3,-3
Palfx.Time = 7
Palfx.Add = 128,64,32

[State 650, 4]
Type = Changestate
Trigger1 = Animtime = 0
Value = 11
Ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1100] ; Roll X Start
Type    = C
Movetype= A
Physics = C
Poweradd= 25
Ctrl = 0
Anim = 1100
Velset = 0,0

[State 1100, End]
Type = Changestate
Trigger1 = Animtime = 0
Value = 1101
Ctrl = 0

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

[Statedef 1101] ; Roll X Roll
Type    = C
Movetype= A
Physics = C
Poweradd= 25
Ctrl = 0
Anim = 1101
Velset = 25,0

[State 600, 2]
Type = Playsnd
Trigger1 = Timemod = 10,0
Value = S12, 2

[State 1100, Endhit]
Type = Changestate
Trigger1 = Movecontact = 1
Value = 1102
Ctrl = 0

[State 650, 3]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = A, Na
Damage    = 80
Getpower  = 50
Givepower = 25
Guardflag = Ha
Priority = 3
Pausetime = 9,12
Sparkxy = -10,-51
Hitsound   = 5,2
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 9
Ground.Hittime  = 12
Ground.Velocity = -4
Air.Velocity = -1.3,-3

[State 200, 1]
Type = Playsnd
Trigger1 = Time = 0
Value = S16, 0
Volume = 200

[State 1100, Endnohit]
Type = Changestate
Trigger1 = Vel X < 1
Trigger2 = Backedgebodydist = 0
Value = 11
Ctrl = 1

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

[Statedef 1102] ; Roll X Rollback
Type    = C
Movetype= A
Physics = A
Poweradd= 25
Ctrl = 0
Anim = 1102
Velset = -3,-8

[State 1100, End]
Type = Gravity
Trigger1 = Animelem >= 1

[State 600, 2]
Type = Playsnd
Trigger1 = Timemod = 10,0
Value = S12, 2

[State 52, 1]
Type = Playsnd
Trigger1 = Pos Y = 0
Trigger1 = Time > 3
Value = S5, 0

[State 1100, End]
Type = Changestate
Trigger1 = Pos Y = 0
Trigger1 = Time > 3
Value = 11
Ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1110] ; Roll Y Start
Type    = C
Movetype= A
Physics = C
Poweradd= 25
Ctrl = 0
Anim = 1100
Velset = 0,0

[State 1100, End]
Type = Changestate
Trigger1 = Animtime = 0
Value = 1111
Ctrl = 0

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

[Statedef 1111] ; Roll Y Roll
Type    = C
Movetype= A
Physics = C
Poweradd= 25
Ctrl = 0
Anim = 1101
Velset = 35,0

[State 600, 2]
Type = Playsnd
Trigger1 = Timemod = 8,0
Value = S12, 2

[State 1100, Endhit]
Type = Changestate
Trigger1 = Movecontact = 1
Value = 1112
Ctrl = 0

[State 200, 1]
Type = Playsnd
Trigger1 = Time = 0
Value = S16, 0
Volume = 200

[State 650, 3]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = A, Na
Damage    = 90
Getpower  = 50
Givepower = 25
Guardflag = Ha
Priority = 3
Pausetime = 9,12
Sparkxy = -10,-51
Hitsound   = 5,2
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 9
Ground.Hittime  = 12
Ground.Velocity = -4
Air.Velocity = -1.3,-3

[State 1100, Endnohit]
Type = Changestate
Trigger1 = Vel X < 1
Trigger2 = Backedgebodydist = 0
Value = 11
Ctrl = 1

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

[Statedef 1112] ; Roll Y Rollback
Type    = C
Movetype= A
Physics = A
Poweradd= 25
Ctrl = 0
Anim = 1102
Velset = -3,-9

[State 1100, End]
Type = Gravity
Trigger1 = Animelem >= 1

[State 600, 2]
Type = Playsnd
Trigger1 = Timemod = 9,0
Value = S12, 2

[State 52, 1]
Type = Playsnd
Trigger1 = Pos Y = 0
Trigger1 = Time > 3
Value = S5, 0

[State 1100, End]
Type = Changestate
Trigger1 = Pos Y = 0
Trigger1 = Time > 3
Value = 11
Ctrl = 1

[Statedef 1120] ; Roll Z Start
Type    = C
Movetype= A
Physics = C
Poweradd= 25
Ctrl = 0
Anim = 1100
Velset = 0,0

[State 1100, End]
Type = Changestate
Trigger1 = Animtime = 0
Value = 1121
Ctrl = 0

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

[Statedef 1121] ; Roll Z Roll
Type    = C
Movetype= A
Physics = C
Poweradd= 25
Ctrl = 0
Anim = 1101
Velset = 45,0

[State 600, 2]
Type = Playsnd
Trigger1 = Timemod = 6,0
Value = S12, 2

[State 200, 1]
Type = Playsnd
Trigger1 = Time = 0
Value = S16, 0
Volume = 200

[State 1100, Endhit]
Type = Changestate
Trigger1 = Movecontact = 1
Value = 1122
Ctrl = 0

[State 650, 3]
Type = Hitdef
Trigger1 = Animelem = 1
Attr = A, Na
Damage    = 100
Getpower  = 50
Givepower = 25
Guardflag = Ha
Priority = 3
Pausetime = 9,12
Sparkxy = -10,-51
Hitsound   = 5,2
Guardsound = 6,0
Ground.Type = High
Ground.Slidetime = 9
Ground.Hittime  = 12
Ground.Velocity = -4
Air.Velocity = -1.3,-3

[State 1100, Endnohit]
Type = Changestate
Trigger1 = Vel X < 1
Trigger2 = Backedgebodydist = 0
Value = 11
Ctrl = 1

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

[Statedef 1122] ; Roll Z Rollback
Type    = C
Movetype= A
Physics = A
Poweradd= 25
Ctrl = 0
Anim = 1102
Velset = -3,-10

[State 600, 2]
Type = Playsnd
Trigger1 = Timemod = 8,0
Value = S12, 2

[State 1100, End]
Type = Gravity
Trigger1 = Animelem >= 1

[State 52, 1]
Type = Playsnd
Trigger1 = Pos Y = 0
Trigger1 = Time > 3
Value = S5, 0

[State 1100, End]
Type = Changestate
Trigger1 = Pos Y = 0
Trigger1 = Time > 3
Value = 11
Ctrl = 1


;* OVERRIDES
;---------------------------------------------------------------------------
[Statedef 0052] ; Jump Land
Type    = S
Physics = S
Ctrl = 0
Anim = 47

[State 52, 1]
Type = Playsnd
Trigger1 = Time = 2
Value = S5, 0

[State 52, 2]
Type = Velset
Trigger1 = Time = 0
Y = 0

[State 52, 3]
Type = Velset
Trigger1 = Time = 0
Y = 0

[State 52, 4]
Type = Posset
Trigger1 = Time = 0
Y = 0

[State 52, 5]
Type = Ctrlset
Trigger1 = Time = 3
Value = 1

[State 52, 6]
Type = Changestate
Trigger1 = Animtime = 0
Value = 0
Ctrl = 1