;------------------------------------------------
;Bloody High Claw
[Statedef 3300]
type = A
movetype= A
physics = N
juggle = 1
poweradd= 0
anim = 1112
velset = 0,0
ctrl = 0
sprpriority = 1
[State 3300, Nothitby]
type = NotHitBy
trigger1 = 1
value = SCA
[state 3300, Varset]
type = Varset
trigger1 = movehit
v = 10
value = 1
Persistent = 0
IgnoreHitPause = 1
[State 3300, Screenbound]
type=screenbound
trigger1= 1
value= 0
movecamera=0,1
[State 3300, Sound]
type = PlaySnd
trigger1 = animelem = 1
value = s10, 9
channel = 0
[State 3300, Push]
type = PlayerPush
trigger1 = 1
value = 0
[State 3300, Vel]
Type = VelSet
Trigger1 = time = 0
x = 20.0*const(size.xscale)
Y = 0*const(size.yscale)+8*(p2bodydist y > 10)
[State 3300, Hitdef Without Claw]
Type = HitDef
triggerall = Var(2) > 0
trigger1 = Time = 0
Attr = A, SA
HitFlag = MAF
guardflag = M
Damage = 70, 10
GetPower = 0,0
GivePower = 40,20
PauseTime = 5, 5
guard.PauseTime = 10, 21
SparkNo = s8006
guard.sparkno = s8000
SparkXY = -10,ceil(-50*const(size.yscale))
HitSound = S2, 3
GuardSound = S2, 0
AnimType = up
air.animtype = up
Ground.Type = Low
Ground.SlideTime = 16
Ground.HitTime = 16
Guard.HitTime = 14
Air.HitTime = 16
Ground.Velocity = 0*const(size.xscale),-7*const(size.yscale)
Guard.Velocity = -5*const(size.xscale)
Air.Velocity = 0*const(size.xscale),-7*const(size.yscale)
Fall = 1
Fall.Recover = 0
air.fall = 1
P2Facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
persistent = 0
[State 3300, Hitdef with Claw]
Type = HitDef
triggerall = Var(2) = 0
trigger1 = Time = 0
Attr = A, SA
HitFlag = MAF
guardflag = M
Damage = 80, 10
GetPower = 0,0
GivePower = 40,20
PauseTime = 5, 5
guard.PauseTime = 10, 21
SparkNo = s8164
guard.sparkno = s8000
SparkXY = -10,ceil(-50*const(size.yscale))
HitSound = S2, 9
GuardSound = S2, 0
AnimType = up
air.animtype = up
Ground.Type = Low
Ground.SlideTime = 16
Ground.HitTime = 16
Guard.HitTime = 14
Air.HitTime = 16
Ground.Velocity = 0*const(size.xscale),-5*const(size.yscale)
Guard.Velocity = -5*const(size.xscale)
Air.Velocity = 0*const(size.xscale),-5*const(size.yscale)
Fall = 1
Fall.Recover = 0
air.fall = 1
P2Facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
persistent = 0
[State 3300, Super KO Spark]
type = Explod
trigger1 = winKO
anim = 8025
bindtime = -1
pos = 0,0
postype = back
sprpriority = -3
supermovetime = -1
ignorehitpause = 1
ownpal = 1
persistent = 0
[State 3300, Super KO Sound]
type = PlaySnd
trigger1 = winKO
value = S69,15
ignorehitpause = 1
persistent = 0
[State 3300, Hit]
type = ChangeState
triggerall = var(10) = 1
Triggerall = time > 0
trigger1 = frontedgedist < 5
value = 3301
[State 3300, Miss]
type = ChangeState
triggerall = var(10) = 0
Triggerall = time > 0
trigger1 = frontedgedist < 5
value = 1115
[State 3300, Gaurded]
type = ChangeState
Triggerall = time > 0
trigger1 = moveguarded
value = 1115
;---------------------------------------------------------------------------
;Bloody High Claw 2
[Statedef 3301]
type = A
movetype= A
physics = N
juggle = 1
poweradd= 0
anim = 1112
velset = 0,0
ctrl = 0
sprpriority = 1
[State 3301, Nothitby]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3301, Velset]
Type = VelSet
Trigger1 = time = 0
x = 0
y = 0
[State 3301, Turn]
Type = turn
Trigger1 = time = 0
trigger1 = p2dist x < 0
[State 3301, Screenbound]
type=screenbound
trigger1= 1
value= 0
movecamera=0,1
[State 3301, Push]
type = PlayerPush
trigger1 = 1
value = 0
[State 3301, Vel]
Type = VelSet
Trigger1 = time = 0
x = 20.0*const(size.xscale)
Y = -2*const(size.yscale)
[State 3301, Hitdef Without Claw]
Type = HitDef
triggerall = Var(2) > 0
trigger1 = Time = 0
Attr = A, SA
HitFlag = MAF
guardflag = M
Damage = 70, 10
GetPower = 0,0
GivePower = 40,20
PauseTime = 5, 5
guard.PauseTime = 10, 21
SparkNo = s8006
guard.sparkno = s8000
SparkXY = -10,ceil(-50*const(size.yscale))
HitSound = S2, 3
GuardSound = S2, 0
AnimType = up
air.animtype = up
Ground.Type = Low
Ground.SlideTime = 16
Ground.HitTime = 16
Guard.HitTime = 14
Air.HitTime = 16
Ground.Velocity = 0*const(size.xscale),-5*const(size.yscale)
Guard.Velocity = -5*const(size.xscale)
Air.Velocity = 0*const(size.xscale),-5*const(size.yscale)
Fall = 1
Fall.Recover = 0
air.fall = 1
P2Facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
persistent = 0
[State 3301, Hitdef with Claw]
Type = HitDef
triggerall = Var(2) = 0
trigger1 = Time = 0
Attr = A, SA
HitFlag = MAF
guardflag = M
Damage = 80, 10
GetPower = 0,0
GivePower = 40,20
PauseTime = 5, 5
guard.PauseTime = 10, 21
SparkNo = s8164
guard.sparkno = s8000
SparkXY = -10,ceil(-50*const(size.yscale))
HitSound = S2, 9
GuardSound = S2, 0
AnimType = up
air.animtype = up
Ground.Type = Low
Ground.SlideTime = 16
Ground.HitTime = 16
Guard.HitTime = 14
Air.HitTime = 16
Ground.Velocity = 0*const(size.xscale),-5*const(size.yscale)
Guard.Velocity = -5*const(size.xscale)
Air.Velocity = 0*const(size.xscale),-5*const(size.yscale)
Fall = 1
Fall.Recover = 0
air.fall = 1
P2Facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
persistent = 0
[State 3301, Super KO Spark]
type = Explod
trigger1 = winKO
anim = 8025
bindtime = -1
pos = 0,0
postype = back
sprpriority = -3
supermovetime = -1
ignorehitpause = 1
ownpal = 1
persistent = 0
[State 3301, Super KO Sound]
type = PlaySnd
trigger1 = winKO
value = S69,15
ignorehitpause = 1
persistent = 0
[State 3301, To the next part]
type = ChangeState
Triggerall = time > 0
trigger1 = frontedgedist < 5
value = 3302
;---------------------------------------------------------------------------
;Bloody High Claw 3
[Statedef 3302]
type = A
movetype= A
physics = N
juggle = 1
poweradd= 0
anim = 1112
velset = 0,0
ctrl = 0
sprpriority = 1
[State 3302, Not Hitby]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3302, Vel]
Type = VelSet
Trigger1 = time = 0
x = 0
y = 0
[State 3302, Turn]
Type = turn
Trigger1 = time = 0
trigger1 = p2dist x < 0
[State 3302, Screenbound]
type=screenbound
trigger1= 1
value= 0
movecamera=0,1
[State 3302, Push]
type = PlayerPush
trigger1 = 1
value = 0
[State 3302, Vel]
Type = VelSet
Trigger1 = time = 0
x = 20.0*const(size.xscale)
Y = -2*const(size.yscale)
[State 3302. Hitdef Without Claw]
Type = HitDef
triggerall = Var(2) > 0
trigger1 = Time = 0
Attr = A, SA
HitFlag = MAF
guardflag = M
Damage = 70, 10
GetPower = 0,0
GivePower = 40,20
PauseTime = 5, 5
guard.PauseTime = 10, 21
SparkNo = s8006
guard.sparkno = s8000
SparkXY = -10,ceil(-50*const(size.yscale))
HitSound = S2, 3
GuardSound = S2, 0
AnimType = up
air.animtype = up
Ground.Type = Low
Ground.SlideTime = 16
Ground.HitTime = 16
Guard.HitTime = 14
Air.HitTime = 16
Ground.Velocity = 0*const(size.xscale),-5*const(size.yscale)
Guard.Velocity = -5*const(size.xscale)
Air.Velocity = 0*const(size.xscale),-5*const(size.yscale)
Fall = 1
Fall.Recover = 0
air.fall = 1
P2Facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
persistent = 0
[State 3302, Hitdef With Claw]
Type = HitDef
triggerall = Var(2) = 0
trigger1 = Time = 0
Attr = A, SA
HitFlag = MAF
guardflag = M
Damage = 80, 10
GetPower = 0,0
GivePower = 40,20
PauseTime = 5, 5
guard.PauseTime = 10, 21
SparkNo = s8164
guard.sparkno = s8000
SparkXY = -10,ceil(-50*const(size.yscale))
HitSound = S2, 9
GuardSound = S2, 0
AnimType = up
air.animtype = up
Ground.Type = Low
Ground.SlideTime = 16
Ground.HitTime = 16
Guard.HitTime = 14
Air.HitTime = 16
Ground.Velocity = 0*const(size.xscale),-5*const(size.yscale)
Guard.Velocity = -5*const(size.xscale)
Air.Velocity = 0*const(size.xscale),-5*const(size.yscale)
Fall = 1
Fall.Recover = 0
air.fall = 1
P2Facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
persistent = 0
[State 3302, Super KO Spark]
type = Explod
trigger1 = winKO
anim = 8025
bindtime = -1
pos = 0,0
postype = back
sprpriority = -3
supermovetime = -1
ignorehitpause = 1
ownpal = 1
persistent = 0
[State 3302, Super KO Sound]
type = PlaySnd
trigger1 = winKO
value = S69,15
ignorehitpause = 1
persistent = 0
[State 3302, To the next Part]
type = ChangeState
Triggerall = time > 0
trigger1 = frontedgedist < 5
value = 3303
;---------------------------------------------------------------------------
;Bloody High Claw 4
[Statedef 3303]
type = A
movetype= A
physics = N
juggle = 1
poweradd= 0
anim = 1112
velset = 0,0
ctrl = 0
sprpriority = 1
[State 3303, Not hitby]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3303, Vel]
Type = VelSet
Trigger1 = time = 0
x = 0
y = 0
[State 3303, Turn]
Type = turn
Trigger1 = time = 0
trigger1 = p2dist x < 0
[State 3303, Screenbound]
type=screenbound
trigger1= 1
value= 0
movecamera=0,1
[State 3303, Push]
type = PlayerPush
trigger1 = 1
value = 0
[State 3303, Vel]
Type = VelSet
Trigger1 = time = 0
x = 20.0*const(size.xscale)
Y = -2*const(size.yscale)
[State 3303, Hitdef Without Claw]
Type = HitDef
triggerall = Var(2) > 0
trigger1 = Time = 0
Attr = A, SA
HitFlag = MAF
guardflag = M
Damage = 70, 10
GetPower = 0,0
GivePower = 40,20
PauseTime = 5, 5
guard.PauseTime = 10, 21
SparkNo = s8006
guard.sparkno = s8000
SparkXY = -10,ceil(-50*const(size.yscale))
HitSound = S2, 3
GuardSound = S2, 0
AnimType = up
air.animtype = up
Ground.Type = Low
Ground.SlideTime = 16
Ground.HitTime = 16
Guard.HitTime = 14
Air.HitTime = 16
Ground.Velocity = 0*const(size.xscale),-5*const(size.yscale)
Guard.Velocity = -5*const(size.xscale)
Air.Velocity = 0*const(size.xscale),-5*const(size.yscale)
Fall = 1
Fall.Recover = 0
air.fall = 1
P2Facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
persistent = 0
[State 3303, Hitdef With Claw]
Type = HitDef
triggerall = Var(2) = 0
trigger1 = Time = 0
Attr = A, SA
HitFlag = MAF
guardflag = M
Damage = 80, 10
GetPower = 0,0
GivePower = 40,20
PauseTime = 5, 5
guard.PauseTime = 10, 21
SparkNo = s8164
guard.sparkno = s8000
SparkXY = -10,ceil(-50*const(size.yscale))
HitSound = S2, 9
GuardSound = S2, 0
AnimType = up
air.animtype = up
Ground.Type = Low
Ground.SlideTime = 16
Ground.HitTime = 16
Guard.HitTime = 14
Air.HitTime = 16
Ground.Velocity = 0*const(size.xscale),-5*const(size.yscale)
Guard.Velocity = -5*const(size.xscale)
Air.Velocity = 0*const(size.xscale),-5*const(size.yscale)
Fall = 1
Fall.Recover = 0
air.fall = 1
P2Facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
persistent = 0
[State 3303, Super KO Spark]
type = Explod
trigger1 = winKO
anim = 8025
bindtime = -1
pos = 0,0
postype = back
sprpriority = -3
supermovetime = -1
ignorehitpause = 1
ownpal = 1
persistent = 0
[State 3303, Super KO Sound]
type = PlaySnd
trigger1 = winKO
value = S69,15
ignorehitpause = 1
persistent = 0
[State 3303, To the Next Part]
type = ChangeState
Triggerall = time > 0
trigger1 = frontedgedist < 5
value = 3304
;---------------------------------------------------------------------------
;Bloody High Claw 5
[Statedef 3304]
type = A
movetype= A
physics = N
juggle = 1
poweradd= 0
anim = 1560
velset = 0,0
ctrl = 0
sprpriority = 1
[State 3304, Nothitby]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3304, Vel]
Type = VelSet
Trigger1 = time = 0
x = 0
y = 0
[State 3304, Turn]
Type = turn
Trigger1 = time = 0
trigger1 = p2dist x < 0
[State 3304, Screenbound]
type=screenbound
trigger1= 1
value= 0
movecamera=0,1
[State 3304, Push]
type = PlayerPush
trigger1 = 1
value = 0
[State 3304, Vel]
Type = VelSet
Trigger1 = time = 0
x = 20.0*const(size.xscale)
Y = -2*const(size.yscale)
[State 3304, Hitdef Without Claw]
Type = HitDef
triggerall = Var(2) > 0
trigger1 = Time = 0
Attr = A, SA
HitFlag = MAF
guardflag = M
Damage = 70, 10
GetPower = 0,0
GivePower = 40,20
PauseTime = 5, 5
guard.PauseTime = 10, 21
SparkNo = s8006
guard.sparkno = s8000
SparkXY = -10,ceil(-50*const(size.yscale))
HitSound = S2, 3
GuardSound = S2, 0
AnimType = up
air.animtype = up
Ground.Type = Low
Ground.SlideTime = 16
Ground.HitTime = 16
Guard.HitTime = 14
Air.HitTime = 16
Ground.Velocity = 0*const(size.xscale),-15*const(size.yscale)
Guard.Velocity = -5*const(size.xscale)
Air.Velocity = 0*const(size.xscale),-15*const(size.yscale)
Fall = 1
Fall.Recover = 0
air.fall = 1
P2Facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
persistent = 0
[State 3304, Hitdef With Claw]
Type = HitDef
triggerall = Var(2) = 0
trigger1 = Time = 0
Attr = A, SA
HitFlag = MAF
guardflag = M
Damage = 80, 10
GetPower = 0,0
GivePower = 40,20
PauseTime = 5, 5
guard.PauseTime = 10, 21
SparkNo = s8164
guard.sparkno = s8000
SparkXY = -10,ceil(-50*const(size.yscale))
HitSound = S2, 9
GuardSound = S2, 0
AnimType = up
air.animtype = up
Ground.Type = Low
Ground.SlideTime = 16
Ground.HitTime = 16
Guard.HitTime = 14
Air.HitTime = 16
Ground.Velocity = 0*const(size.xscale),-12*const(size.yscale)
Guard.Velocity = -5*const(size.xscale)
Air.Velocity = 0*const(size.xscale),-12*const(size.yscale)
Fall = 1
Fall.Recover = 0
air.fall = 1
P2Facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
persistent = 0
[State 3304, Super KO Spark]
type = Explod
trigger1 = winKO
anim = 8025
bindtime = -1
pos = 0,0
postype = back
sprpriority = -3
supermovetime = -1
ignorehitpause = 1
ownpal = 1
persistent = 0
[State 3304, Super KO Sound]
type = PlaySnd
trigger1 = winKO
value = S69,15
ignorehitpause = 1
persistent = 0
[State 3304, To the Next Part]
type = ChangeState
Triggerall = time > 0
trigger1 = frontedgedist < 5
value = 3305