;---------------------------------------------------------------------------
; Sparkman constants and state file.
;--------------------------------------------------------------------------
; Sparkman Power Battle por Heyakes - POR FAVOR NO MODIFICAR O EDITAR.
; Solo tienen permiso de modificar aquellos que me lo pida
; en mi correo heyakes@hotmail.com
; EN CASO DE SI NO PIDEN PERMISO Y LO MODIFICAN TENDRE
; QUE HACER PRIVADOS MIS CHARS
; Dedicado a todos los Fanaticos de Megaman, Proyecto Megaman Mugen
;---------------------------------------------------------------------------

[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 = 0
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 16    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 60          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 0      ;Walk forward
walk.back = 0     ;Walk backward
run.fwd  = 0, 0    ;Run forward (x, y)
run.back = 0,0 ;Hop backward (x, y)
jump.neu = 0,-8.4    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .44         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time = 1
value = 5000,0
volume = 100

;---------------------------------------------------------------------------
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

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

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 15
value = 220,0
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 25
value = 220,0
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 35
value = 220,0
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 45
value = 220,0
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 55
value = 220,0
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 65
value = 220,0
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 75
value = 220,0
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 85
value = 220,0
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time = 1
value = 181,0
volume = 100

;---------------------------------------------------------------------------
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 192, 2]
type = ChangeState
trigger1 = AnimTime = 10
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time = 1
value = 220,0
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time = 1
value = 190,0
volume = 100

;---------------------------------------------------------------------------
[StateDef 200]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20

[State 200, 1]
type = Projectile
trigger1 = AnimElem = 8
projanim = 1000
projhitanim = 1002
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 49,-18
velocity = 6
attr = S, SP
damage   = 20
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
palfx.time = 30
palfx.mul = 248,224,48
palfx.sinadd = 248,144,0,16
palfx.add = 248,96,24

[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time = 1
value = 220,0
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 220,1
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 200,0
volume = 100

;---------------------------------------------------------------------------
[StateDef 210]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20

[State 200, 1]
type = Projectile
trigger1 = AnimElem = 8
projanim = 1001
projhitanim = 1002
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 51,-10
velocity = 6
attr = S, SP
damage   = 20
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
palfx.time = 30
palfx.mul = 248,224,48
palfx.sinadd = 248,144,0,16
palfx.add = 248,96,24

[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time = 1
value = 220,0
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 220,1
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 200,0
volume = 100

;---------------------------------------------------------------------------
[StateDef 220]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20

[State 200, 1]
type = Projectile
trigger1 = AnimElem = 8
projanim = 1003
projhitanim = 1002
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 48,-9
velocity = 6
attr = S, SP
damage   = 20
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
palfx.time = 30
palfx.mul = 248,224,48
palfx.sinadd = 248,144,0,16
palfx.add = 248,96,24

[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time = 1
value = 220,0
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 220,1
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 200,0
volume = 100

;---------------------------------------------------------------------------
[StateDef 250]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 210
poweradd = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time = 1
value = 220,0
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 220,1
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = 210,0
volume = 100

[State 1500, 2]
type = projectile
trigger1 = Animelem = 8
projanim = 1000
projhitanim = 9999
offset = 0,0
velocity = 0, -4
projhits = 3
remvelocity = .6,0
;velmul = 1.01,1
accel = 0, .00
attr = sca, Hp
damage = 10
animtype = Light
pausetime = 0,5
;sparkno = 0,1
sparkxy = 10,0
hitsound = S1200,0
guardflag = MA
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity =-8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
getpower = 0
palfx.time = 30
palfx.mul = 248,224,48
palfx.sinadd = 248,144,0,16
palfx.add = 248,96,24

[State 1500, 2]
type = projectile
trigger1 = Animelem = 8
projanim = 1000
projhitanim = 9999
offset = 0,0
velocity = -4, -3
projhits = 3
remvelocity = .6,0
;velmul = 1.01,1
accel = 0, .00
attr = sca, Hp
damage = 10
animtype = Light
pausetime = 0,5
;sparkno = 0,1
sparkxy = 10,0
hitsound = S1200,0
guardflag = MA
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity =-8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
getpower = 0
palfx.time = 30
palfx.mul = 248,224,48
palfx.sinadd = 248,144,0,16
palfx.add = 248,96,24

[State 1500, 2]
type = projectile
trigger1 = Animelem = 8
projanim = 1000
projhitanim = 9999
offset = 0,0
velocity = -4,
projhits = 3
remvelocity = .6,0
;velmul = 1.01,1
accel = 0, .00
attr = sca, Hp
damage = 10
animtype = Light
pausetime = 0,5
;sparkno = 0,1
sparkxy = 10,0
hitsound = S1200,0
guardflag = MA
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity =-8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
getpower = 0
palfx.time = 30
palfx.mul = 248,224,48
palfx.sinadd = 248,144,0,16
palfx.add = 248,96,24

[State 1500, 2]
type = projectile
trigger1 = Animelem = 8
projanim = 1000
projhitanim = 9999
offset = 0,0
velocity = 4, -3
projhits = 3
remvelocity = .6,0
;velmul = 1.01,1
accel = 0, .00
attr = sca, Hp
damage = 10
animtype = Light
pausetime = 0,5
;sparkno = 0,1
sparkxy = 10,0
hitsound = S1200,0
guardflag = MA
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity =-8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
getpower = 0
palfx.time = 30
palfx.mul = 248,224,48
palfx.sinadd = 248,144,0,16
palfx.add = 248,96,24

[State 1500, 2]
type = projectile
trigger1 = Animelem = 8
projanim = 1000
projhitanim = 9999
offset = 0,0
velocity = 4,
projhits = 3
remvelocity = .6,0
;velmul = 1.01,1
accel = 0, .00
attr = sca, Hp
damage = 10
animtype = Light
pausetime = 0,5
;sparkno = 0,1
sparkxy = 10,0
hitsound = S1200,0
guardflag = MA
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity =-8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
getpower = 0
palfx.time = 30
palfx.mul = 248,224,48
palfx.sinadd = 248,144,0,16
palfx.add = 248,96,24

[State 1500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 600]
type = A
movetype = A
physics = N
anim = 600
juggle = 1
ctrl = 0
velset = 0,0
poweradd = 50

[State 300, Turn]
type = turn
trigger1 = P2Dist X < 0
Value = 1

[State 300, Proj]
type = Projectile
trigger1 = AnimElem = 8
attr = S, SP
ignorehitpause = 1
projanim = 1000
projhitanim = 1002
offset = 49,-17
velocity = 6
damage = 40,4
animtype = Low
guardflag = MA
pausetime = 0,0
sparkxy = 732,-714
guard.sparkno = -1
hitsound   = 240,0
guardsound = 1000,2
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -1
air.velocity = -1,-5
projremove = 0
givepower = 2,1
getpower = 3,1
palfx.time = 30
palfx.mul = 248,224,48
palfx.sinadd = 248,144,0,16
palfx.add = 248,96,24

[State 300, CS]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time = 1
value = 220,0
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 220,1
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 200,0
volume = 100

;---------------------------------------------------------------------------
[Statedef 610]
type = A
movetype = A
physics = N
anim = 600
juggle = 1
ctrl = 0
velset = 0,0
poweradd = 50

[State 300, Turn]
type = turn
trigger1 = P2Dist X < 0
Value = 1

[State 300, Proj]
type = Projectile
trigger1 = AnimElem = 8
attr = S, SP
ignorehitpause = 1
projanim = 1001
projhitanim = 1002
offset = 43,-11
velocity = 6
damage = 40,4
animtype = Low
guardflag = MA
pausetime = 0,0
sparkxy = 732,-714
guard.sparkno = -1
hitsound   = 240,0
guardsound = 1000,2
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -1
air.velocity = -1,-5
projremove = 0
givepower = 2,1
getpower = 3,1
palfx.time = 30
palfx.mul = 248,224,48
palfx.sinadd = 248,144,0,16
palfx.add = 248,96,24

[State 300, CS]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time = 1
value = 220,0
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 220,1
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 200,0
volume = 100

;---------------------------------------------------------------------------
[Statedef 620]
type = A
movetype = A
physics = N
anim = 600
juggle = 1
ctrl = 0
velset = 0,0
poweradd = 50

[State 300, Turn]
type = turn
trigger1 = P2Dist X < 0
Value = 1

[State 300, Proj]
type = Projectile
trigger1 = AnimElem = 8
attr = S, SP
ignorehitpause = 1
projanim = 1004
projhitanim = 1002
offset = 25,6
velocity = 6, 4
damage = 40,4
animtype = Low
guardflag = MA
pausetime = 0,0
sparkxy = 732,-714
guard.sparkno = -1
hitsound   = 240,0
guardsound = 1000,2
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -1
air.velocity = -1,-5
projremove = 0
givepower = 2,1
getpower = 3,1
palfx.time = 30
palfx.mul = 248,224,48
palfx.sinadd = 248,144,0,16
palfx.add = 248,96,24

[State 300, CS]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time = 1
value = 220,0
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 220,1
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 200,0
volume = 100

;---------------------------------------------------------------------------
[Statedef 6150]
type = S
movetype = H
anim = 5000
velset = 0,0
ctrl = 0

[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = 1
add = 0+(time*1.90),0+(time*1.90),0+(time*1.90)
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256


[State 001, treme]
type = PosAdd
trigger1 = Timemod = 10,0
x = 3

[State 001, treme]
type = PosAdd
trigger1 = Timemod = 10,5
x = -3

[State 001, treme]
type = PosAdd
trigger1 = Timemod = 14,0
y = 3

[State 001, treme]
type = PosAdd
trigger1 = Timemod = 14,7
y = -3

[State 5150, 4]
type = VarSet
trigger1 = 1
v = 15
value = 0

[State 5150, 4]
type = VarRandom
trigger1 = 1
v = 16
range = -5,5

[State 5150, 4]
type = VarRandom
trigger1 = 1
v = 17
range = -5,5

[State 5150, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,4

;—±
[State 5150, 8]
type = Explod
trigger1 = Timemod = 10,0
anim = 3501
ID = 3501
pos = 0,0
postype = p1
sprpriority = 2
ownpal = 1
vel = Var(16), 5
ontop = 1
removetime = 50
persistent = 4

[State 5150, 8]
type = Explod
trigger1 = Timemod = 10,0
anim = 3501
ID = 3501
pos = 0,0
postype = p1
sprpriority = 2
ownpal = 1
vel = Var(16), -5
ontop = 1
removetime = 50
persistent = 4

[State 5150, 8]
type = Explod
trigger1 = Timemod = 10,0
anim = 3501
ID = 3501
pos = 0,0
postype = p1
sprpriority = 2
ownpal = 1
vel = 5, Var(17)
ontop = 1
removetime = 50
persistent = 4

[State 5150, 8]
type = Explod
trigger1 = Timemod = 10,0
anim = 3501
ID = 3501
pos = 0,0
postype = p1
sprpriority = 2
ownpal = 1
vel = -5, Var(17)
ontop = 1
removetime = 50
persistent = 4

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 5150, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 130
value = 5150


;K.O. Animation parte 2
[Statedef 5150]
type = S
movetype = H
anim = 5150
velset = 0,0
ctrl = 0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 5150, Invisible]
type = AssertSpecial
trigger1 = 1
flag = Invisible

[State 5150, PlaySnd 2]
type = PlaySnd
trigger1 = Time = 0
value = 0,5

[State 5150, Explod B]
type = Explod
trigger1 = Time = 0
anim = 15151
id = 5151
pos = 0,0
vel = 0,-2
removetime = -1
sprpriority = 5
ownpal = 1


[State 5150, Explod B 2]
type = Explod
trigger1 = Time = 0
anim = 15151
id = 5151
pos = 0,0
vel = 2,0
removetime = -1
sprpriority = 5
ownpal = 1


[State 5150, Explod B 3]
type = Explod
trigger1 = Time = 0
anim = 15151
id = 5151
pos = 0,0
vel = 0,2
removetime = -1
sprpriority = 5
ownpal = 1


[State 5150, Explod B 4]
type = Explod
trigger1 = Time = 0
anim = 15151
id = 5151
pos = 0,0
vel = -2,0
removetime = -1
sprpriority = 5
ownpal = 1


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

[State 5150, Explod B 5]
type = Explod
trigger1 = Time = 0
anim = 15151
id = 5151
pos = 0,0
vel = -1.5,-1.5
removetime = -1
sprpriority = 5
ownpal = 1

[State 5150, Explod B 5]
type = Explod
trigger1 = Time = 0
anim = 15151
id = 5151
pos = 0,0
vel = -1.5,1.5
removetime = -1
sprpriority = 5
ownpal = 1

[State 5150, Explod B 5]
type = Explod
trigger1 = Time = 0
anim = 15151
id = 5151
pos = 0,0
vel = 1.5,-1.5
removetime = -1
sprpriority = 5
ownpal = 1

[State 5150, Explod B 5]
type = Explod
trigger1 = Time = 0
anim = 15151
id = 5151
pos = 0,0
vel = 1.5,1.5
removetime = -1
sprpriority = 5
ownpal = 1

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

[State 5150, Explod B 5]
type = Explod
trigger1 = Time = 20
anim = 15151
id = 5151
pos = 0,0
vel = 1.5,0.6
removetime = -1
sprpriority = 5
ownpal = 1

[State 5150, Explod B 5]
type = Explod
trigger1 = Time = 20
anim = 15151
id = 5151
pos = 0,0
vel = 1.5,-0.6
removetime = -1
sprpriority = 5
ownpal = 1

[State 5150, Explod B 5]
type = Explod
trigger1 = Time = 20
anim = 15151
id = 5151
pos = 0,0
vel = -1.5,0.6
removetime = -1
sprpriority = 5
ownpal = 1

[State 5150, Explod B 5]
type = Explod
trigger1 = Time = 20
anim = 15151
id = 5151
pos = 0,0
vel = -1.5,-0.6
removetime = -1
sprpriority = 5
ownpal = 1

;.............................

[State 5150, Explod B 5]
type = Explod
trigger1 = Time = 20
anim = 15151
id = 5151
pos = 0,0
vel = 0.6,1.5
removetime = -1
sprpriority = 5
ownpal = 1

[State 5150, Explod B 5]
type = Explod
trigger1 = Time = 20
anim = 15151
id = 5151
pos = 0,0
vel = 0.6,-1.5
removetime = -1
sprpriority = 5
ownpal = 1

[State 5150, Explod B 5]
type = Explod
trigger1 = Time = 20
anim = 15151
id = 5151
pos = 0,0
vel = -0.6,1.5
removetime = -1
sprpriority = 5
ownpal = 1

[State 5150, Explod B 5]
type = Explod
trigger1 = Time = 20
anim = 15151
id = 5151
pos = 0,0
vel = -0.6,-1.5
removetime = -1
sprpriority = 5
ownpal = 1



[State 5150, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

[Statedef -2]

[State -2, KO]
type = ChangeState
triggerall = StateNo != 6150
triggerall = StateNo != 5150
triggerall = StateNo = [5000, 5999]
trigger1 = Lose
trigger2 = !Life
value = 6150

[State 5150, NoKoSlow]
type = AssertSpecial
trigger1 = 1
flag = NoKoSlow

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0
volume = 100

[State -4]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 40
value = 41, 0
volume = 100

[State -5]
type = PlaySnd
triggerall = alive
triggerall = time = 1
trigger1 = StateNo = 5000
trigger2 = StateNo = 5001
trigger3 = StateNo = 5002
trigger4 = StateNo = 5010
trigger5 = StateNo = 5011
trigger6 = StateNo = 5012
trigger7 = StateNo = 5020
trigger8 = StateNo = 5021
trigger9 = StateNo = 5022
value = 5000, 0
volume = 200
