;---------------------------------------------------------------------------
; Champion Puncher
[Statedef 3000]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0				
anim = 3000				
poweradd = -1000			
sprpriority = 2			
facep2 = 1
hitcountpersist = 1

[State 3000, Voice]
type = PlaySnd 
trigger1 = AnimElem = 1
value = S3000,0
channel = 0

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = MoveHit
value = SCA
ignorehitpause = 1

[State 3000, RemoveExplod]
type = RemoveExplod
trigger1 = !Time
id = -1

[State 3000, Pause]
type = Pause
trigger1 = !Time
time = 33
movetime = 22

[State 3000, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30000
stateno = 30000 
pos = 20,-80
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = SCA

[State 3000, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 6
attr = S, HA			
damage = floor(50*fvar(20)), 5
animtype = Heavy			
guardflag = H			
hitflag = MAF
priority = 6, Hit			
pausetime = 11,11	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 2			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = -2.5,-10.8
air.velocity = -2.5,-10.8
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
p1stateno = 3001
p2stateno = 53000
id = 3000
getpower = 0
givepower = 50
kill = 0
guard.kill = 0

[State 3000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

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

;---------------------------------------------------------------------------
; Champion Puncher Hit
[Statedef 3001]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0				
anim = 3001				
poweradd = 0			
sprpriority = 2
movehitpersist = 1		

[State 3001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3001, TargetBind]
type = TargetBind
triggerall = NumTarget(3000)
trigger1 = !Time
time = 1
id = 3000
pos = 60, 0

[State 3001, 1]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA			
damage = floor(50*fvar(20)),25
animtype = DiagUp			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,15	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 2			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = -2.5,-10.8
air.velocity = -2.5,-10.8
air.animtype = DiagUp				
yaccel = 0.5
ground.cornerpush.veloff = 0
p2stateno = 53000
id = 3000
getpower = 0
givepower = 50
kill = 0

[State 3001, 2]
type = HitDef
trigger1 = AnimElem = 18
attr = S, HA			
damage = floor(50*fvar(20)),25
animtype = DiagUp			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,15	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 2			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = -2.5,-10.8
air.velocity = -2.5,-10.8
air.animtype = DiagUp				
yaccel = 0.5
ground.cornerpush.veloff = 0
p2stateno = 53001
id = 3000
getpower = 0
givepower = 50
kill = 0

[State 3001, Voice]
type = PlaySnd 
trigger1 = AnimElem = 20
value = S3001,0
channel = 0

[State 3001, Helper]
type = Helper
trigger1 = AnimElem = 20
name = "Blackout" 
ID = 13001
stateno = 13001 
pos = 20,-80
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3001, Voice]
type = PlaySnd 
trigger1 = AnimElem = 44
value = S3001,1
channel = 0

[State 3001, 3]
type = HitDef
trigger1 = AnimElem = 45
attr = S, HA			
damage = 60,25
animtype = DiagUp			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,15	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 5			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = -2.5,-10.8
air.velocity = -2.5,-10.8
air.animtype = DiagUp				
yaccel = 0.5
ground.cornerpush.veloff = 0
p2stateno = 53002
id = 3001
getpower = 0
givepower = 50

[State 3001, VarSet]
type = VarSet
trigger1 = AnimElem = 45
var(15) = 4

[State 3001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crazy Puncher Dash
[Statedef 3010]
type = S
movetype = A
physics = N				
velset = 0,0			
ctrl = 0				
anim = 3010				
poweradd = -1000			
sprpriority = 2			
facep2 = 1

[State 3010, Voice]
type = PlaySnd 
trigger1 = AnimElem = 1
value = S3010,0
channel = 0

[State 3010, RemoveExplod]
type = RemoveExplod
trigger1 = !Time
id = -1

[State 3010, Pause]
type = Pause
trigger1 = !Time
time = 33
movetime = 33

[State 3010, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30000
stateno = 30000 
pos = 20,-80
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3010, VelSet]
type = VelSet
trigger1 = AnimElem = 16
x = 8

[State 3010, Explod]
type = Explod
trigger1 = AnimElem = 16
anim = 13010
ID = 13010
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
ignorehitpause = 1

[State 3010, VelSet]
type = VelSet
trigger1 = AnimElemtime(18) = 9
x = 16.4687

[State 3010, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(18) < 2
value = SCA

[State 3010, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 18
attr = S, HA			
damage = floor(50*fvar(20)), 5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 11,11	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 2			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = 0
air.velocity = 0,0
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
p1stateno = 3012
p2stateno = 53000
id = 3010
getpower = 0
givepower = 50
kill = 0
guard.kill = 0

[State 3010, VelSet]
type = VelSet
triggerall = anim = 3010
trigger1 = AnimElem = 19
x = 7.470703125

[State 3010, VelMul]
type = VelMul
triggerall = anim = 3010
trigger1 = AnimElemtime(19) > 0
x = 0.9375

[State 3010, ChangeState]
type = ChangeState
trigger1 = Var(16) = 2
value = 3011
ctrl = 0
ignorehitpause = 1

[State 3010, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crazy Puncher Blocked
[Statedef 3011]
type = S
movetype = I
physics = N				
velset = 7.470703125,0			
ctrl = 0				
anim = 3011				
poweradd = 0			
sprpriority = 2

[State 3011, VelMul]
type = VelMul
trigger1 = AnimElemtime(1) > 0
x = 0.9375

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

;---------------------------------------------------------------------------
; Crazy Puncher
[Statedef 3012]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0				
anim = 3012				
poweradd = 0			
sprpriority = 2
movehitpersist = 1

[State 3012, Max Cancel Variable Set]
type = VarSet
triggerall = var(31) = 1
trigger1 = var(30) > 0
var(17) = 3
ignorehitpause = 1

[State 3012, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3012, VarSet]
type = VarSet
trigger1 = !Time
var(2) = 0	

[State 3012, VarSet]
type = VarSet
triggerall = AnimElemTime(64) < 0
trigger1 = AILevel = 0
trigger1 = command = "QCB_x" || command = "QCB_y"
var(2) = IfElse(command = "QCB_x", 1, IfElse(command = "QCB_y", 2, 0))		
persistent = 0

[State 3012, VarSet]
type = VarSet
triggerall = AnimElemTime(64) < 0
trigger1 = AILevel != 0
trigger1 = (random<250*(AILevel**2/48.0))
var(2) = IfElse(FrontEdgeBodyDist < 25, 1, 2)		
persistent = 0

[State 3012, TargetBind]
type = TargetBind
triggerall = NumTarget(3010)
trigger1 = !Time
time = 1
id = 3010
pos = 50, 0

;[State 3012, Explod]
;type = Null
;trigger1 = AnimElem = 3
;trigger2 = AnimElem = 10
;trigger3 = AnimElem = 15
;trigger4 = AnimElem = 19
;trigger5 = AnimElem = 26
;trigger6 = AnimElem = 33
;trigger7 = AnimElem = 37
;trigger8 = AnimElem = 44
;trigger9 = AnimElem = 49
;trigger10 = AnimElem = 54
;trigger11 = AnimElem = 65
;anim = 10002
;ID = 10002
;pos = IfElse(AnimElemTime(65)< 0, 40, 60),-70
;random = 0,50
;postype = p1
;facing = 1
;vfacing = 1
;bindtime = 1
;removetime = -2
;scale = 1,1
;sprpriority = 5

[State 3012, ChangeState]
type = ChangeState
triggerall = Power >= 1000
trigger1 = AnimElemTime(64) >= 0 && var(2)
value = IfElse(var(2) = 1, 3013, 3014)
ctrl = 0

[State 3012, Voice]
type = PlaySnd 
trigger1 = AnimElem = 65
value = S3012,0
channel = 0

[State 3012, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
trigger4 = AnimElem = 19
trigger5 = AnimElem = 26
trigger6 = AnimElem = 44
trigger7 = AnimElem = 49
trigger8 = AnimElem = 65
attr = S, HA			
damage = floor(10*fvar(20)), 5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,0	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 1			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = 0
air.velocity = 0,0
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
p2stateno = 53000
id = 3010
getpower = 0
givepower = 50
kill = 0
guard.kill = 0

[State 3012, 2]
type = HitDef
trigger1 = AnimElem = 15
trigger2 = AnimElem = 33
trigger3 = AnimElem = 37
trigger4 = AnimElem = 54
attr = S, HA			
damage = floor(10*fvar(20)), 5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,0	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 1			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = 0
air.velocity = 0,0
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
p2stateno = 53012
id = 3010
getpower = 0
givepower = 50
kill = 0

[State 3012, 3]
type = HitDef
trigger1 = AnimElem = 69
attr = S, HA			
damage = 80,25
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,17	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -40, -75		
hitsound = S5, 5			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = -4.5, -7.5
air.velocity = -4.5, -7.5
air.animtype = Back
fall = 1
fall.recovertime = 40			
yaccel = 0.5
ground.cornerpush.veloff = 0
id = 3012
getpower = 0
givepower = 50

[State 3012, VarSet]
type = VarSet
trigger1 = AnimElem = 69
var(15) = 4

[State 3012, Voice]
type = PlaySnd 
trigger1 = AnimElem = 76
value = S3012,1
channel = 0

[State 3012, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Crazy Puncher Finish 1
[Statedef 3013]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0				
anim = 3013				
poweradd = -1000			
sprpriority = 2
movehitpersist = 1
hitcountpersist = 1

[State 3013, TargetState]
type = TargetState
triggerall = NumTarget(3010)
trigger1 = !Time
value = 53016
ID = 3010

[State 3013, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3013, PosAdd]
type = PosAdd
trigger1 = !Time
trigger1 = FrontEdgeBodyDist <= 60
x = -30	

[State 3013, Pause]
type = Pause
trigger1 = !Time
time = 29
movetime = 29

[State 3013, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30000
stateno = 30000 
pos = 20,-80
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3013, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3013, ScreenBound]
type = ScreenBound
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(127) < 0
value = 0
movecamera = 0,0

[State 3013, VelSet]
type = VelSet
trigger1 = AnimElem = 9
trigger2 = AnimElem = 52
trigger3 = AnimElem = 90
x = 34

[State 3013, VelSet]
type = VelSet
trigger1 = AnimElem = 12
trigger2 = AnimElem = 55
trigger3 = AnimElem = 93
x = 0

[State 3013, Turn]
type = Turn
trigger1 = AnimElem = 12, = 0
trigger2 = AnimElem = 55, = 0
trigger3 = AnimElem = 93, = 0

[State 3013, TargetFacing]
type = TargetFacing
trigger1 = AnimElem = 12, = 1
trigger2 = AnimElem = 55, = 1
trigger3 = AnimElem = 93, = 1
value = -1
id = 3010

;[State 3013, Explod]
;type = Null
;trigger1 = AnimElem = 18
;trigger2 = AnimElem = 22
;trigger3 = AnimElem = 28
;trigger4 = AnimElem = 32
;trigger5 = AnimElem = 38
;trigger6 = AnimElem = 61
;trigger7 = AnimElem = 66
;trigger8 = AnimElem = 70
;trigger9 = AnimElem = 76
;trigger10 = AnimElem = 99
;trigger11 = AnimElem = 104
;trigger12 = AnimElem = 110
;trigger13 = AnimElem = 116
;trigger14 = AnimElem = 121
;anim = 10002
;ID = 10002
;pos = IfElse(AnimElemTime(65)< 0, 40, 60),-70
;random = 0,50
;postype = p1
;facing = 1
;vfacing = 1
;bindtime = 1
;removetime = -2
;scale = 1,1
;sprpriority = 5

[State 3013, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 22
trigger2 = AnimElem = 61
trigger3 = AnimElem = 99
trigger4 = AnimElem = 116
attr = S, HA			
damage = floor(10*fvar(20)), 5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,0	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 1			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = 0
air.velocity = 0,0
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
p2stateno = 53000
id = 3010
getpower = 0
givepower = 50
kill = 0
guard.kill = 0

[State 3013, 2]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 18
trigger2 = AnimElem = 28
trigger3 = AnimElem = 32
trigger4 = AnimElem = 38
trigger5 = AnimElem = 66
trigger6 = AnimElem = 70
trigger7 = AnimElem = 76
trigger8 = AnimElem = 104
trigger9 = AnimElem = 110
trigger10 = AnimElem = 121
attr = S, HA			
damage = floor(10*fvar(20)), 5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,0	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 1			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = 0
air.velocity = 0,0
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
p2stateno = 53012
id = 3010
getpower = 0
givepower = 50
kill = 0

[State 3013, Voice]
type = PlaySnd 
trigger1 = AnimElem = 127
value = S200,2
channel = 0

[State 3013, 3]
type = HitDef
trigger1 = AnimElem = 127
attr = S, HA			
damage = 50,15
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,17	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -40, -75		
hitsound = S5, 5			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = -2.5, -10.8
air.velocity = -2.5, -10.8
air.animtype = Back
fall = 1
fall.recover = 0				
yaccel = 0.5
ground.cornerpush.veloff = 0
id = 3012
getpower = 0
givepower = 50

[State 3013, VarSet]
type = VarSet
trigger1 = AnimElem = 128
var(15) = 4

[State 3013, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crazy Puncher Finish 2
[Statedef 3014]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0				
anim = 3014				
poweradd = -1000			
sprpriority = 2
movehitpersist = 1
hitcountpersist = 1

[State 3014, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA	

[State 3014, Pause]
type = Pause
trigger1 = !Time
time = 29
movetime = 29

[State 3014, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30000
stateno = 30000 
pos = 20,-80
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3014, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 3
ignorehitpause = 1
persistent = 1

[State 3014, VelSet]
type = VelSet
trigger1 = animelem = 19
x = 0

[State 3013, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 13014
ID = 13014
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = 5
ignorehitpause = 1

[State 3014, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
trigger5 = AnimElem = 12
trigger6 = AnimElem = 14
trigger7 = AnimElem = 16
attr = S, HA			
damage = floor(10*fvar(20)), 5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,11	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -50, -75		
hitsound = S5, 2			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = 0
air.velocity = 0,0
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
id = 3014
getpower = 0
givepower = 50
kill = 0

[State 3014, 2]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 18
attr = S, HA			
damage = 75,15
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 11,11	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -50, -75		
hitsound = S5, 2			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = -4.5, -7.5
air.velocity = -4.5, -7.5
air.animtype = Back
fall = 1
fall.recover = 0				
yaccel = 0.5
ground.cornerpush.veloff = 0
id = 3014
getpower = 0
givepower = 50

[State 3014, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 18
id = 13014

[State 3014, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; EX Crazy Puncher Dash
[Statedef 3015]
type = S
movetype = A
physics = N				
velset = 0,0			
ctrl = 0				
anim = 3010				
poweradd = -2000			
sprpriority = 2			
facep2 = 1

[State 3015, Voice]
type = PlaySnd 
trigger1 = AnimElem = 1
value = S3010,0
channel = 0

[State 3015, RemoveExplod]
type = RemoveExplod
trigger1 = !Time
id = -1

[State 3015, Pause]
type = Pause
trigger1 = !Time
time = 33
movetime = 33

[State 3015, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30001
stateno = 30000 
pos = 20,-80
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3015, VelSet]
type = VelSet
triggerall = anim = 3010
trigger1 = AnimElem = 16
x = 10.5

[State 3015, VelSet]
type = VelSet
triggerall = anim = 3010
trigger1 = AnimElemtime(18) = 9
x = 16.46875

[State 3015, VelSet]
type = VelSet
triggerall = anim = 3010
trigger1 = AnimElem = 19
x = 7.470703125

[State 3015, VelMul]
type = VelMul
triggerall = anim = 3010
trigger1 = AnimElemtime(19) > 0
x = 0.9375

[State 3015, Explod]
type = Explod
trigger1 = AnimElem = 16
anim = 13010
ID = 13010
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
ignorehitpause = 1

[State 3015, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 18
attr = S, HA			
damage = floor(50*fvar(20)), 5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 11,11	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 2			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = 0
air.velocity = 0,0
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
p1stateno = 3016
p2stateno = 53000
id = 3015
getpower = 0
givepower = 50
kill = 0
guard.kill = 0

[State 3015, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(18) < 2
value = SCA

[State 3015, ChangeState]
type = ChangeState
trigger1 = Var(16) = 2
value = 3011
ctrl = 0
ignorehitpause = 1

[State 3015, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; EX Crazy Puncher
[Statedef 3016]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0				
anim = 3016				
poweradd = 0			
sprpriority = 2
movehitpersist = 1

[State 3016, Max Cancel Variable Set]
type = VarSet
triggerall = var(31) = 1
trigger1 = var(30) > 0
var(17) = 3
ignorehitpause = 1	

[State 3016, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3016, PosAdd]
type = PosAdd
trigger1 = !Time
trigger1 = FrontEdgeBodyDist <= 100
x = -50

[State 3016, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3016, ScreenBound]
type = ScreenBound
trigger1 = AnimElemTime(182) < 0
value = 0
movecamera = 0,0

[State 3016, TargetBind]
type = TargetBind
trigger1 = !Time
time = 1
id = 3015
pos = 50,0

[State 3016, VelSet]
type = VelSet
trigger1 = AnimElem = 20
trigger2 = AnimElem = 44
trigger3 = AnimElem = 75
trigger4 = AnimElem = 99
trigger5 = AnimElem = 133
trigger6 = AnimElem = 166
x = 32

[State 3016, Turn]
type = Turn
trigger1 = AnimElem = 23
trigger2 = AnimElem = 47
trigger3 = AnimElem = 78
trigger4 = AnimElem = 102
trigger5 = AnimElem = 136
trigger6 = AnimElem = 169

[State 3016, TargetFacing]
type = TargetFacing
trigger1 = AnimElem = 23, = 1
trigger2 = AnimElem = 78, = 1
trigger3 = AnimElem = 136, = 1
trigger4 = AnimElem = 47, = 1
trigger5 = AnimElem = 102, = 1
trigger6 = AnimElem = 169, = 1
value = -1
id = 3015

[State 3016, VelSet]
type = VelSet
trigger1 = AnimElem = 23
trigger2 = AnimElem = 47
trigger3 = AnimElem = 78
trigger4 = AnimElem = 102
trigger5 = AnimElem = 136
trigger6 = AnimElem = 169
x = 0

[State 3016, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 10
trigger3 = AnimElem = 33
trigger4 = AnimElem = 53
trigger5 = AnimElem = 112
attr = S, HA			
damage = floor(20*fvar(20)), 5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,0	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 1			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = 0
air.velocity = 0,0
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
p2stateno = 53000
id = 3015
getpower = 0
givepower = 50
kill = 0
guard.kill = 0

[State 3016, 2]
type = HitDef
trigger1 = AnimElem = 29
trigger2 = AnimElem = 60
trigger3 = AnimElem = 64
trigger4 = AnimElem = 85
trigger5 = AnimElem = 90
trigger6 = AnimElem = 123
trigger7 = AnimElem = 141
trigger8 = AnimElem = 145
trigger9 = AnimElem = 150
trigger10 = AnimElem = 154
trigger11 = AnimElem = 173
trigger12 = AnimElem = 178
attr = S, HA			
damage = floor(20*fvar(20)), 5
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,0	
sparkno = S(IfElse((AnimElem = 141), 10800, 10002))
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S(IfElse((AnimElem = 141), 800, 5)),(IfElse((AnimElem = 141), 0, 1))			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = 0
air.velocity = 0,0
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
p2stateno = IfElse((AnimElem = 141), 53016, 53012)
id = 3015
getpower = 0
givepower = 50
kill = 0
guard.kill = 0

[State 3016, TargetFacing]
type = TargetFacing
trigger1 = AnimElem = 141
value = -1
ID = 3015 

[State 3016, TargetBind]
type = TargetBind
trigger1 = AnimElem = 141
time = 1
id = 3015
pos = 50,0
persistent = 0

[State 3016, TargetBind]
type = TargetBind
trigger1 = AnimElem = 142
time = 1
id = 3015
pos = 30,0
persistent = 0

[State 3016, TargetBind]
type = TargetBind
trigger1 = AnimElem = 173
time = 1
id = 3015
pos = 50,0
persistent = 0

[State 3016, TargetFacing]
type = TargetFacing
trigger1 = AnimElem = 173
value = -1
ID = 3015 

[State 3016, TargetBind]
type = TargetBind
trigger1 = AnimElem = 174
time = 1
id = 3015
pos = 30,0
persistent = 0

[State 3016, Voice]
type = PlaySnd 
trigger1 = AnimElem = 182
value = S200,2
channel = 0

[State 3016, 3]
type = HitDef
trigger1 = AnimElem = 182
attr = S, HA			
damage = 75,15;floor(125*fvar(20)),25
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,11	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -40, -75		
hitsound = S5, 2			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = -4.5, -7.5
air.velocity = -4.5, -7.5
air.animtype = Back
fall = 1
fall.recover = 0			
yaccel = 0.5
ground.cornerpush.veloff = 0
id = 3016
getpower = 0
givepower = 50

[State 3016, VarSet]
type = VarSet
trigger1 = AnimElem = 182
var(15) = 4

[State 3016, Voice]
type = PlaySnd 
trigger1 = AnimElem = 193
value = S3012,1
channel = 0

[State 3016, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Gaia Gear
[Statedef 3020]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0				
anim = 3020				
poweradd = IfElse(PrevStateNo = 3012 || PrevStateNo = 3016, -2000, -3000)			
sprpriority = 2			
facep2 = 1

[State 3020, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(19) < 2
value = SCA
ignorehitpause = 1

[State 3020, Pause]
type = Pause
trigger1 = !Time
time = 33
movetime = 33

[State 3020, VarSet]
type = VarSet
trigger1 = !Time
var(30) = 0

[State 3020, Helper]
type = Helper
trigger1 = !Time
name = "Neo MAX FX" 
ID = 23020
stateno = 23020 
pos = 20,-80
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3020, Voice]
type = PlaySnd
trigger1 = AnimElem = 14
trigger2 = AnimElem = 29
value = S3020,IfElse((AnimElem = 14), 0, 1)
volumescale = 100

[State 3020, 1]
type = HitDef
trigger1 = AnimElem = 19
attr = S, HA			
damage = floor(150*fvar(20)), 5
animtype = Heavy			
guardflag = H			
hitflag = MAF
priority = 6, Hit			
pausetime = 11,11	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 2			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = 0,0
air.velocity = 0,0
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = 0
givepower = 50
kill = 0
guard.kill = 0
p2stateno = 53012
persistent = 0
envshake.time = 15
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 3020, VarSet]
type = VarSet
trigger1 = AnimElem = 20
var(16) = 0

[State 3020, GAIA GEAR]
type = Helper
trigger1 = AnimElem = 29
name = "GAIA GEAR"
ID = 13020
stateno = 13020
pos = -50,0
postype = p1  
facing = 1
keyctrl = 0
ownpal = 1

[State 3020, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 3020 && AnimTime = 0 && var(16) = 1
value = 195

[State 3020, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
