;---------------------------------------------------------------------------
; Swift And Quiet
[Statedef 3000]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0								
poweradd = 0			
sprpriority = 2			
facep2 = 1
anim = 3000

[State 3000, TargetState]
type = TargetState
triggerall = NumTarget
triggerall = MoveHit
triggerall = AnimElemTime(19) < 0
trigger1 = Target, Pos Y != 0
value = 55000
ID = 3000
persistent = 0

[State 3000, VarSet]
type = VarSet
triggerall = Var(15) 
triggerall = NumTarget(3000)
trigger1 = Target, StateNo = 55000
var(15) = 0
persistent = 0

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 11
trigger3 = AnimElem = 18
value = F5,8
volumescale = 100
channel = 1

[State 3000, Helper]
type = Helper
trigger1 = !Time
name = "Super FX"
ID = 30000
stateno = 30000
pos = 45, -55
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
pausemovetime = 999

[State 3000, Pause]
type = Pause
trigger1 = !Time
time = 45
movetime = 29

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 14

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(7) < 1
value = SCA

[State 3000, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 7
attr = S, HA			
damage = floor(50*fvar(20)), 30
animtype = Heavy			
guardflag = L			
hitflag = MAF
priority = 6, Hit			
pausetime = 10,10			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, 0	
hitsound = F5, 2			
guardsound = F6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 24
guard.hittime = 12
ground.velocity = 0
guard.velocity = -6				
air.velocity = -4.5, -6.5		
air.hittime = 24			
yaccel = 0.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 0
getpower = 0
givepower = 50
kill = 0
envshake.time = 5
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180
forcestand = 1
id = 3000

[State 3000, 2]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 12
attr = S, HA			
damage = floor(50*fvar(20)), 30
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 10,10			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -75		
hitsound = F5, 2			
guardsound = F6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 24		
ground.hittime = 24
guard.hittime = 12	
ground.velocity = 0
guard.velocity = -6				
air.velocity = -4.5, -6.5		
air.hittime = 24			
yaccel = 0.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 0
getpower = 0
givepower = 50
kill = 0
envshake.time = 5
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180
forcestand = 1
id = 3000

[State 3000, 3]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 19
attr = S, HA			
damage = floor(125*fvar(20)), 40
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 10,10			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -45		
hitsound = F5, 2			
guardsound = F6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 24		
ground.hittime = 24
guard.hittime = 12
ground.velocity = -4.5, 7.5				
air.velocity = -4.5, 7.5		
air.hittime = 24			
yaccel = 0.5
ground.cornerpush.veloff = 0
fall = 1
fall.recovertime = 0
getpower = 0
givepower = 50
envshake.time = 5
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180

[State 3000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 20
movetype = I

[State 3000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Fierce and Immovable
[Statedef 3005]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0								
poweradd = 0			
sprpriority = 2			
facep2 = 1
anim = 3005

[State 3005, Helper]
type = Helper
trigger1 = !Time
name = "Super FX"
ID = 30000
stateno = 30000
pos = 45, -55
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
pausemovetime = 999

[State 3005, Pause]
type = Pause
trigger1 = !Time
time = 45
movetime = 29

[State 3005, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(10) = 0
x = 10

[State 3005, TargetState]
type = TargetState
triggerall = NumTarget
triggerall = MoveHit
triggerall = AnimElemTime(26) < 0
trigger1 = Target, Pos Y != 0
value = 55000
ID = 3005
persistent = 0

[State 3005, VarSet]
type = VarSet
triggerall = Var(15) 
triggerall = NumTarget(3005)
trigger1 = Target, StateNo = 55000
var(15) = 0
persistent = 0

[State 3005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 11
trigger3 = AnimElem = 18
trigger4 = AnimElem = 25
value = F5,11
volumescale = 100
channel = 1

[State 3005, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(7) < 1
value = SCA

[State 3005, Width]
type = Width
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(9) < 0
trigger2 = AnimElemTime(12) >= 0 && AnimElemTime(14) < 0
value = IfElse(AnimElemTime(12) < 0, 20, 25), 0
ignorehitpause = 1

[State 3005, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
attr = S, HA			
damage = floor(25*fvar(20)), 20
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 10,10			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -45		
hitsound = F5, 4			
guardsound = F6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 24		
ground.hittime = 24
guard.hittime = 14	
ground.velocity = 0
guard.velocity = -6				
air.velocity = -4.5, -6.5		
air.hittime = 24			
yaccel = 0.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 0
getpower = 0
givepower = 50
kill = 0
id = 3005

[State 3005, 2]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 19
trigger2 = AnimElem = 20
attr = S, HA			
damage = floor(25*fvar(20)), 20
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 10,10			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -55		
hitsound = F5, 4			
guardsound = F6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 24		
ground.hittime = 24
guard.hittime = 14	
ground.velocity = 0
guard.velocity = -6				
air.velocity = -4.5, -6.5		
air.hittime = 24			
yaccel = 0.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 0
getpower = 0
givepower = 50
kill = 0
id = 3005

[State 3005, 3]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 26
attr = S, HA			
damage = 75, 30
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 10,10			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -75		
hitsound = F5, 5			
guardsound = F6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 24		
ground.hittime = 24
guard.hittime = 14
ground.velocity = -2.5, -10.8			
air.velocity = -2.5, -10.8		
air.hittime = 24			
yaccel = 0.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
getpower = 0
givepower = 50

[State 3005, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 27
movetype = I

[State 3005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; The Art of War
[Statedef 3010]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0								
poweradd = 0			
sprpriority = 2			
facep2 = 1
anim = 3010

[State 3010, Helper]
type = Helper
trigger1 = !Time
name = "Super FX"
ID = 30002
stateno = 30000
pos = 25, -40
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
pausemovetime = 999

[State 3010, Pause]
type = Pause
trigger1 = !Time
time = 45
movetime = 29

[State 3010, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(37) < 0
x = 5

[State 3010, VarSet]
type = VarSet
triggerall = Var(15) 
triggerall = NumTarget(3010)
trigger1 = Target, StateNo = 55000
var(15) = 0
persistent = 0

[State 3010, TargetState]
type = TargetState
triggerall = NumTarget
triggerall = MoveHit
triggerall = AnimElemTime(36) < 0
trigger1 = Target, Pos Y != 0
value = 55000
ID = 3010
persistent = 0

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 18
trigger4 = AnimElem = 24
trigger5 = AnimElem = 35
value = F5,8
volumescale = 100
channel = 1

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 24
trigger3 = AnimElem = 29
value = F5,11
volumescale = 100
channel = 1

[State 3010, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(9) < 0
value = SCA

[State 3010, 1]
type = HitDef
triggerall = Var(15) < 4
triggerall = Anim = 3010
trigger1 = AnimElem = 4
attr = S, HA			
damage = floor(50*fvar(20)), 10
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 5,5			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -75	
hitsound = F5, 2			
guardsound = F6, 0			
ground.type = High	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 14	
ground.velocity = 0
guard.velocity = -6				
air.velocity = -4.5, -6.5		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 0
getpower = 0
givepower = 50
kill = 0
envshake.time = 5
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180
id = 3010

[State 3010, 2]
type = HitDef
triggerall = Var(15) < 4
triggerall = Anim = 3010
trigger1 = AnimElem = 8
trigger2 = AnimElem = 19
attr = S, HA			
damage = floor(50*fvar(20)), 10
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 5,5			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, IfElse((AnimElem = 8), -75, -55)	
hitsound = F5, 2			
guardsound = F6, 0			
ground.type = High	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 14	
ground.velocity = 0
guard.velocity = -6				
air.velocity = -4.5, -6.5		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 0
getpower = 0
givepower = 50
kill = 0
envshake.time = 5
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180
id = 3010

[State 3010, 3]
type = HitDef
triggerall = Var(15) < 4
triggerall = Anim = 3010
trigger1 = AnimElem = 12
attr = S, HA			
damage = floor(50*fvar(20)), 20
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 5,5			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -30, -45		
hitsound = F5, 4			
guardsound = F6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 24		
ground.hittime = 24
guard.hittime = 14	
ground.velocity = 0
guard.velocity = -6				
air.velocity = -4.5, -6.5		
air.hittime = 24			
yaccel = 0.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 0
getpower = 0
givepower = 50
kill = 0
envshake.time = 5
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180
id = 3010

[State 3010, 4]
type = HitDef
triggerall = Var(15) < 4
triggerall = Anim = 3010
trigger1 = AnimElem = 25
attr = S, HA			
damage = floor(50*fvar(20)), 20
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 5,5			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, 0		
hitsound = F5, 2			
guardsound = F6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 14	
ground.velocity = 0
guard.velocity = -6				
air.velocity = -4.5, -6.5		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 0
getpower = 0
givepower = 50
kill = 0
envshake.time = 5
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180
id = 3010

[State 3010, 5]
type = HitDef
triggerall = Var(15) < 4
triggerall = Anim = 3010
trigger1 = AnimElem = 30
attr = S, HA			
damage = floor(75*fvar(20)), 20
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 5,5		
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -30,-50 		
hitsound = F5, 5			
guardsound = F6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 14	
ground.velocity = 0
guard.velocity = -6				
air.velocity = -4.5, -6.5		
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 0
getpower = 0
givepower = 50
kill = 0
envshake.time = 5
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180
id = 3010

[State 3010, 6]
type = HitDef
triggerall = Var(15) < 4
triggerall = Anim = 3010
trigger1 = AnimElem = 36
attr = S, HA			
damage = floor(75*fvar(20)), 20
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 10,30			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -45		
hitsound = F5, 12			
guardsound = F6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 14
ground.velocity = 0			
air.velocity = 0,0
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = 0
givepower = 50
kill = 0
envshake.time = 5
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180
id = 3010

[State 3010, 7]
type = HitDef
triggerall = Var(15) < 4
triggerall = Anim = 3010
trigger1 = AnimElem = 41
attr = S, HA			
damage = floor(75*fvar(20)), 20
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 30,20			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -45		
hitsound = F5, 12			
guardsound = F6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 14
ground.velocity = 0, -10.8		
air.velocity = 0, -10.8
air.hittime = 18			
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = 0
givepower = 50
kill = 0
fall = 1
fall.recover = 0
id = 3011
envshake.time = 5
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180

[State 3010, TargetBind]
type = TargetBind
triggerall = MoveHit
trigger1 = NumTarget(3011)
time = 10
id = 3010
pos = 50, -25
ignorehitpause = 1
persistent = 0

[State 3010, VelSet]
type = VelSet
trigger1 = AnimElem = 42
x = 0
y = -9

[State 3010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 42
statetype = A   
physics = N

[State 3010, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(44) >= 1
y = 0.5
ignorehitpause = 1

[State 3010, 8]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 43
attr = A, HA			
damage = 100,25
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 10,10			
sparkno = 10002
guard.sparkno = 10130				
sparkxy = -20, -105		
hitsound = F5, 13			
guardsound = F6, 0			
ground.type = High
animtype = Up
air.animtype = Up
ground.slidetime = 24		
ground.hittime = 24
guard.hittime = 14
ground.velocity = -2.5, -10.8			
air.velocity = -2.5, -10.8		
air.hittime = 24			
yaccel = 0.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
getpower = 0
givepower = 50
envshake.time = 15
envshake.phase = 90
envshake.ampl = 4
envshake.freq = 180

[State 3010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 44
movetype = I

[State 3010, VelSet]
type = VelSet
trigger1 = MoveType = I
x = 0.5
persistent = 0

[State 3010, end]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Vel Y + Pos Y >= 0
value = 3011
ctrl = 0

;---------------------------------------------------------------------------
; The Art of War Landing
[Statedef 3011]
type = S
movetype = I
physics = S
ctrl = 0
anim = 3011

[State 3011, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3011, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3011, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1