;=============
;= E. QUAKER =
;=============


[Statedef 3000]
type     = S
physics  = S
movetype = I
VelSet = 0,0
ctrl = 0
anim = 3000

[State 3000, 1]
type = HitOverride
trigger1 = Time = 0
attr = SCA, AA, AP, AT 
stateno = 3500
time = -1

[State 3000, 2]
type = SprPriority
trigger1 = Time >= 0
value = -1

[State 3000, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3000, 4]
type = ChangeState
trigger1 = rootdist x > 50
value = 3001

[State 3000, 5]
type = ChangeState
trigger1 = rootdist x <= 0
value = 3002

[State 3000, 9]
type = ChangeState
trigger1 = root, facing = 1
trigger1 = facing = -1
trigger2 = root, facing = -1
trigger2 = facing = 1
value = 3200

[State 3000, 10]
type = ChangeState
trigger1 = root,stateno = 7100
value = 3600

[State 3000, 10]
type = ChangeState
trigger1 = root,stateno = 7101
value = 3601


[State 3000, 10]
type = ChangeState
trigger1 = root,stateno = 195
value = 3602

[State 3000, 10]
type = ChangeState
trigger1 = root,stateno = 181
value = 3603

[State 3000, 10]
type = ChangeState
trigger1 = root,stateno = 182
value = 3603

[State 3000, 10]
type = ChangeState
trigger1 = root,stateno = 7102
value = 3604



[State 3000, 10]
type = ChangeState
trigger1 = root,stateno = 7110
value = 3610

[State 3000, 10]
type = ChangeState
trigger1 = root,stateno = 5900
value = 3000

[State 3000, 10]
type = ChangeState
trigger1 = root,stateno = 190
value = 3000

;[State 3000, 11]
;type = PlaySnd
;trigger1 = root,stateno = 5150
;value = 20,0








;---------------------------------------------------------------------------
;Walk Fwd
[Statedef 3001]
type     = S
physics  = S
movetype = I
ctrl = 0
anim = 3001

[State 3100, 1]
type = VelSet
trigger1 = Time >= 0
x = 2

[State 3100, 3]
type = ChangeState
triggerall = rootdist x <= 50
trigger1 = root, facing = 1
trigger1 = facing = 1
trigger2 = root, facing = -1
trigger2 = facing = -1
value = 3000

[State 3100, 4]
type = ChangeState
triggerall = rootdist x <= -40
trigger1 = root, facing = 1
trigger1 = facing = -1
trigger2 = root, facing = -1
trigger2 = facing = 1
value = 3200









;---------------------------------------------------------------------------
;Walk Back
[Statedef 3002]
type     = S
physics  = S
movetype = I
ctrl = 0
anim = 3002

[State 3150, 1]
type = VelSet
trigger1 = Time >= 0
x = -2

[State 3150, 2]
type = ChangeState
trigger1 = rootdist x > 40
value = 3000

[State 3150, 3]
type = ChangeState
trigger1 = rootdist x < -50
value = 3200


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

;Intro
[Statedef 3003]
type     = S
physics  = S
movetype = I
VelSet = 0,0
ctrl = 0
anim = 3003

[State 3200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S3000,1

[State 3200, 2]
type = DestroySelf
trigger1 = root, stateno = 0


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




;Turn
[Statedef 3200]
type     = S
physics  = S
movetype = I
VelSet = 0,0
ctrl = 0
anim = 3200

[State 3200, 1]
type = Turn
trigger1 = AnimTime = 0

[State 3200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001









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



[Statedef 3500]
type     = A
physics  = N
movetype = H
VelSet = -4,-5
anim = 3500

[State 3500, 1] 
type = VelAdd
trigger1 = Time >= 0
y = .43

[State 3500, 2]
type = ChangeState
trigger1 = Vel y > 0
trigger1 = Pos y >= 10
value = 3000



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







; ====================
; === | FIREBALL | ===
; ====================

[Statedef 3600]
type     = S
physics  = S
movetype = A
VelSet = 0,0
ctrl = 0
anim = 3005

[State 3200, 1]
type = PlaySnd
triggerall = anim = 3005
trigger1 = time = 0
value = S3000,0


[State 1000, fireballItself]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
projID = 3006
projanim = 3006
projhitanim = -1			;1003
projshadow = 68,68,68
offset = 0,0
velocity = 5
damage = 80,5
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 80,-68
hitsound   = S0,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 20
ground.velocity = -8
air.animtype = Back
air.velocity = -4,-5
air.juggle = 2

[state 3600, change]
type = ChangeAnim
trigger1 = time = 20
value  = 3011

[State 3600, 5]
type = ChangeState
triggerall = anim = 3011
trigger1 = animtime = 0
value = 3000

; ===============================
; ====== | ANTI AIR MOVE | ======
; ===============================

[Statedef 3601]
type     = S
physics  = S
movetype = A
VelSet = 0,0
ctrl = 0
anim = 3007


[State 3200, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S3000,0

[State 3200, 1]
type = PlaySnd
trigger1 = animelem = 3
value = S3000,2

[State -2, 1]
type = Envcolor
triggerall = movecontact = 1
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
trigger5 = animelem = 7
trigger6 = animelem = 8
trigger7 = animelem = 9
trigger8 = animelem = 10
trigger9 = animelem = 11
trigger10 = animelem = 12
trigger11 = animelem = 13
trigger12 = animelem = 14
trigger13 = animelem = 15
value = 0,0,255
time = 3
under = 1


[State 240, 2]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
trigger5 = animelem = 7
trigger6 = animelem = 8
trigger7 = animelem = 9
trigger8 = animelem = 10
trigger9 = animelem = 11
trigger10 = animelem = 12
trigger11 = animelem = 13
trigger12 = animelem = 14
trigger13 = animelem = 15
attr = S, NA
animtype  = Medium
damage    = 10
guardflag = MA
pausetime = 12,30
sparkno = 1
sparkxy = -10,-60
hitsound   = S0,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0
air.velocity = 0,0
fall = 0





[State 3600, 5]
type = ChangeState
trigger1 = animtime = 0
value = 3000



; ===================
; === | SFOTTO' | ===
; ===================

[Statedef 3602]
type     = S
physics  = S
movetype = I
VelSet = 0,0
ctrl = 0
anim = 3003

[State 3200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S3000,1

[State 3600, 5]
type = ChangeState
trigger1 = animtime = 0
value = 3000

; ===============
; === | WIN | ===
; ===============

[Statedef 3603]
type     = S
physics  = S
movetype = I
VelSet = 0,0
ctrl = 0
anim = 3004

[State 3200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S3000,1

[State 3600, 5]
type = ChangeState
trigger1 = animtime = 0
value = 3000


; =========================
; === | COUNTER PRESA | ===
; =========================


[Statedef 3604]
type     = S
physics  = N
movetype = A
VelSet = 10,0
ctrl = 0
anim = 3001

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          
hitflag = M-          
priority = 1, Miss    
sparkno = -1          
sprpriority = 1       
p2facing = 1          
p1stateno = 3605      
p2stateno = 3606      
guard.dist = 0        
fall = 1              

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 3000

; ======================================================
; ======================================================

[Statedef 3605]
type    = S
movetype= A
physics = S
anim = 3008
poweradd = 60


[state 3605, stop]
type = velset
trigger1 = time = 0
x = 0

[state 3605, stop]
type = posset
trigger1 = time = 0
x = 0
y = 0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = S800, 0

[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 6
value = S800, 4

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 40, 0

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(6) < 0
edge = 40,0

[State 810, Bind 3-6]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(6) < 0
pos = 40, 0

[State 230, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = S3000,0
persist = 0
abspan = 5

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -80

[State 810, explod]
type = Explod
trigger1 = AnimElem = 6
anim = 6
ontop = 1
ownpal = 1
postype = p1
pos = 50,-35
bindtime = 5
id = 6
sprpriority = 5


[State 810, explod]
type = Explod
trigger1 = AnimElem = 6
anim = 3009
ontop = 1
ownpal = 1
postype = p1
pos = 50,-30
bindtime = 5
id = 3009
sprpriority =  4

[State 810, explod]
type = Explod
trigger1 = AnimElem = 6
anim = 3010
ontop = 1
ownpal = 1
postype = p1
pos = 50,-30
bindtime = 5
id = 3010
sprpriority =  4



[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 7
value = 821					;3607



[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 3000

; ======================================================

[Statedef 3606]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3606

; ======================================================
; ======================================================
; ======================================================

; IMPERIUM COMBO START

[Statedef 3610]
type     = S
physics  = N
movetype = A
VelSet = 10,0
ctrl = 0
anim = 3001

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          
hitflag = M-          
priority = 1, Miss    
sparkno = -1          
sprpriority = 1       
p2facing = 1          
p1stateno = 3615      
;p2stateno = 3606      
guard.dist = 0        
fall = 1              

[State 800, 2]
type = ChangeState
Trigger1 = Time = 30
value = 3000


[Statedef 3615]
type = S
movetype = A
physics = N
anim = 6070
velset = 0.2,0,0
ctrl = 0


[State 3301, 9]
type = BGPalfx
trigger1 = time = 0
time = 450
mul = 0,0,0
sinadd = 0,0,0, 19
invertall = 0



[State 8301, 2]
type = PalFX
trigger1 = animelem = 2
time = 450
add = 255, 0, 0
mul = 255, 0, 0
ignorehitpasuse = 1

[state 8301, nolifebar]
type = assertspecial
trigger1 = 1
flag = NoBarDisplay


[state 8301, noBG]
type = assertspecial
trigger1 = 1
flag = NoBg

[state 6070, music]
type = playSND
trigger1 = time = 5
value = S2000,1
persistent = 0


[state 8301, nolifebar]
type = assertspecial
trigger1 = 1
flag = NoBarDisplay

[State 3280, muteki]
type = nothitby
trigger1 = time >= 0
value = SCA
time = 10

[State 3280, width]
type = Width
trigger1 = time >= 0
edge = 60,0

[State 3280, 0]
type = targetbind
trigger1 = time >= 0
pos = 60,0

[state 6070, music]
type = playSND
trigger1 = animelem = 3
value = S2000,2
persistent = 0

[State 3280, 1]
type = HitDef
trigger1 = animelem = 20
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 9
trigger5 = animelem = 12
trigger6 = animelem = 23
attr = S, HA
forcestand = 1
animtype  = hard
damage    = 5
givepower = 15
guardflag = MA
pausetime = 1,10
sparkno = 2
sparkxy = -15,-70
hitsound   = S0,4
guardsound = S6,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -2.3
kill = 0

[State 3280, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 16
attr = S, HA
animtype  = hard
damage    = 5
givepower = 15
guardflag = MA
pausetime = 1,10
forcestand = 1
sparkno = 2
sparkxy = -20,-40
hitsound   = S0,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -2.3
kill = 0

[State 3280, 3]
type = HitDef
trigger1 = animelem = 25
trigger2 = animelem = 27
trigger3 = animelem = 46
trigger4 = animelem = 52
trigger5 = animelem = 54
attr = S, HA
animtype  = hard
damage    = 5
givepower = 15
guardflag = MA
pausetime = 1,10
forcestand = 1
sparkno = 2
sparkxy = -15,-70
hitsound   = S0,1
guardsound = S6,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -2.3
kill = 0

[State 3280, 1]
type = HitDef
trigger1 = animelem = 32
trigger2 = animelem = 33
trigger3 = animelem = 35
trigger4 = animelem = 37
trigger5 = animelem = 38
trigger6 = animelem = 39
trigger7 = animelem = 40
trigger8 = animelem = 43
trigger9 = animelem = 50
attr = S, HA
forcestand = 1
animtype  = hard
damage    = 5
givepower = 15
guardflag = MA
pausetime = 1,10
sparkno = 2
sparkxy = -15,-70
hitsound   = S0,2
guardsound = S6,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -2.3
kill = 0


[State 3280, 4]
type = HitDef
trigger1 = animelem = 57
trigger2 = animelem = 58
trigger3 = animelem = 59
trigger4 = animelem = 60
trigger5 = animelem = 61
trigger6 = animelem = 62
trigger7 = animelem = 63
trigger8 = animelem = 64
trigger9 = animelem = 66
attr = S, HA
animtype  = hard
damage    = 85
givepower = 15
guardflag = MA
pausetime = 1,10
forcestand = 1
sparkno = 2
sparkxy = -20,-40
hitsound   = S0,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -2.3
kill = 0

[State 3280, 4a]
type = HitDef
trigger1 = animelem = 71
trigger2 = animelem = 77
trigger3 = animelem = 85
attr = S, HA
animtype  = light
damage    = 85
givepower = 15
guardflag = MA
pausetime = 1,10
forcestand = 1
sparkno = 2
sparkxy = -20,-40
hitsound   = S0,1
guardsound = S6,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -2.3
kill = 0


[State 3280, 4b]
type = HitDef
trigger1 = animelem = 73
trigger2 = animelem = 80
trigger3 = animelem = 82
trigger4 = animelem = 87
attr = S, HA
animtype  = hard
damage    = 85
givepower = 15
guardflag = MA
pausetime = 1,10
forcestand = 1
sparkno = 2
sparkxy = -20,-40
hitsound   = S0,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -2.3
kill = 0

[State 3280, 4c]
type = HitDef
trigger1 = animelem = 90
attr = S, HA
animtype  = hard
damage    = 85
givepower = 15
guardflag = MA
pausetime = 1,10
forcestand = 1
sparkno = 2
sparkxy = -20,-40
hitsound   = S0,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -10,0
air.velocity = -10,0
kill = 1

[State 3280, envcolor]
type = envcolor
triggerall = movehit = 1
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 9
trigger5 = animelem = 12
trigger6 = animelem = 16
trigger7 = animelem = 20
trigger8 = animelem = 23
trigger9 = animelem = 25
trigger10 = animelem = 26
trigger11 = animelem = 27
trigger12 = animelem = 32
trigger13 = animelem = 33
trigger14 = animelem = 35
trigger15 = animelem = 37
trigger16 = animelem = 40

trigger17 = animelem = 43
trigger18 = animelem = 46
trigger19 = animelem = 50
trigger20 = animelem = 52
trigger21 = animelem = 54
trigger22 = animelem = 57
trigger23 = animelem = 58
trigger24 = animelem = 59
trigger25 = animelem = 60
trigger26 = animelem = 61
trigger27 = animelem = 62
trigger28 = animelem = 63
trigger29 = animelem = 64
trigger30 = animelem = 66

trigger31 = animelem = 69
trigger32 = animelem = 71
trigger33 = animelem = 73
trigger34 = animelem = 77

trigger35 = animelem = 80
trigger36 = animelem = 85
trigger37 = animelem = 82
trigger38 = animelem = 87
trigger39 = animelem = 90

time = 1
under = 1
value = 240,240,240




[State 3280, end1]
type = ChangeState
trigger1 = AnimTime = 0
value = 3000
ctrl = 1


