;Char: Megaman - MvsC style      -      feito por/by: DG 
; *e-mail:
;  .dg_mugen@yahoo.com.br
; *site:
;  .http://dgmugen.cjb.net
;-------------------------------------------------------------------
;--------------HAND STATE
;------------------------

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Hand Helper
[Statedef 6700]
type = S
movetype = I
physics = N
velset = 0,0
;anim = 6700
ctrl = 0
sprpriority = 3

;[State 6700, turn]
;type = Turn
;trigger1 = facing = 1
;trigger1 = root, facing = -1 
;trigger2 = facing = -1
;trigger2 = root, facing = 1 

[State 6700, movevar] ;by P.O.T.S.
type=varset
trigger1=!time
var(37)=(root,stateno)

[State 6700, movevar] ;by P.O.T.S.
type=varset
trigger1=!time
var(38)=(root,anim)

[State 6700, movevar] ;by P.O.T.S.
type=varset
trigger1=!(root,hitpausetime)
var(39)=(root,animelemno(0))

[State 6700, 1]
type = BindToRoot
trigger1 = 1
pos = 0, 0
facing = 1
time = -1

;[State 6700, bind]
;type=bindtoroot
;trigger1= numenemy
;trigger1= root,backedgebodydist > 0 && root,frontedgebodydist > 0
;trigger1= root,p2bodydist x <= abs(root,vel x + (enemynear(0),vel x * enemynear(0),facing))
;pos= floor(-.5 * (root,vel x + enemynear(0),vel x)), 0
;facing=1
;time=-1

;[State 6700, bind]
;type=bindtoroot
;trigger1= numenemy
;trigger1= enemynear(0),backedgebodydist <= 0 || enemynear(0),frontedgebodydist <= 0
;trigger1= root,p2bodydist x <= abs(root,vel x + (enemynear(0),vel x * enemynear(0),facing))
;pos= floor(-root,vel x), 0
;facing=1
;time=-1


[State 6700, stand anim]
type = ChangeAnim
;trigger1 = Anim != 6700
trigger1 = root, Anim = 6002
value = 6700
;elem = var(39)

[State 6700, turn stand]
type = ChangeAnim
;trigger1 = Anim != 6701
trigger1 = root, Anim = 6003
value = 6701
elem = var(39)

[State 6700, turn crouch]
type = ChangeAnim
;trigger1 = Anim != 6702
trigger1 = root, Anim = 6004
value = 6702
elem = var(39)

[State 6700, stand to crouch]
type = ChangeAnim
;trigger1 = Anim != 6703
trigger1 = root, Anim = 6005
value = 6703
elem = var(39)

[State 6700, crouch]
type = ChangeAnim
;trigger1 = Anim != 6704
trigger1 = root, Anim = 6006
value = 6704
;elem = var(39)

[State 6700, crouch to stand]
type = ChangeAnim
;trigger1 = Anim != 6705
trigger1 = root, Anim = 6007
value = 6705
elem = var(39)

[State 6700, walk fwd]
type = ChangeAnim
;trigger1 = Anim != 6706
trigger1 = root, Anim = 6008
value = 6706
elem = var(39)

[State 6700, walk back]
type = ChangeAnim
;trigger1 = Anim != 6707
trigger1 = root, Anim = 6009
value = 6707
elem = var(39)

[State 6700, jump start frame]
type = ChangeAnim
;trigger1 = Anim != 6708
trigger1 = root, Anim = 6010
value = 6708
elem = var(39)

[State 6700, jump up]
type = ChangeAnim
;trigger1 = Anim != 6709
trigger1 = root, Anim = 6011
value = 6709
elem = var(39)

[State 6700, jump fwd]
type = ChangeAnim
;trigger1 = Anim != 6710
trigger1 = root, Anim = 6012
value = 6710
elem = var(39)

[State 6700, jump back]
type = ChangeAnim
;trigger1 = Anim != 6711
trigger1 = root, Anim = 6013
value = 6711
elem = var(39)

[State 6700, jump land]
type = ChangeAnim
;trigger1 = Anim != 6712
trigger1 = root, Anim = 6014
value = 6712
elem = var(39)

[State 6700, jump down (after move)]
type = ChangeAnim
;trigger1 = Anim != 6713
trigger1 = root, Anim = 6015
value = 6713
elem = var(39)

[State 6700, dash fwd]
type = ChangeAnim
;trigger1 = Anim != 6714
trigger1 = root, Anim = 6016
value = 6714
elem = var(39)

[State 6700, dash fwd (land)]
type = ChangeAnim
;trigger1 = Anim != 6715
trigger1 = root, Anim = 6017
value = 6715
elem = var(39)

[State 6700, dash back]
type = ChangeAnim
;trigger1 = Anim != 6716
trigger1 = root, Anim = 6018
value = 6716
elem = var(39)

[State 6700, dash back (land)]
type = ChangeAnim
;trigger1 = Anim != 6717
trigger1 = root, Anim = 6019
value = 6717
elem = var(39)

[State 6700, super jump]
type = ChangeAnim
;trigger1 = Anim != 6720
trigger1 = root, Anim = 6026
value = 6720
elem = var(39)

[State 6700, stand light kick]
type = ChangeAnim
;trigger1 = Anim != 6722
trigger1 = root, Anim = 6103
value = 6722
elem = var(39)

[State 6700, stand medium kick]
type = ChangeAnim
;trigger1 = Anim != 6723
trigger1 = root, Anim = 6104
value = 6723
elem = var(39)

[State 6700, stand strong kick]
type = ChangeAnim
;trigger1 = Anim != 6724
trigger1 = root, Anim = 6105
value = 6724
elem = var(39)

[State 6700, crouch light kick]
type = ChangeAnim
;trigger1 = Anim != 6725
trigger1 = root, Anim = 6109
value = 6725
elem = var(39)

[State 6700, crouch medium kick]
type = ChangeAnim
;trigger1 = Anim != 6726
trigger1 = root, Anim = 6110
value = 6726
elem = var(39)

[State 6700, crouch strong kick]
type = ChangeAnim
;trigger1 = Anim != 6727
trigger1 = root, Anim = 6111
value = 6727
elem = var(39)

[State 6700, air light kick]
type = ChangeAnim
;trigger1 = Anim != 6728
trigger1 = root, Anim = 6115
value = 6728
elem = var(39)

[State 6700, air medium kick]
type = ChangeAnim
;trigger1 = Anim != 6729
trigger1 = root, Anim = 6116
value = 6729
elem = var(39)

[State 6700, air strong kick]
type = ChangeAnim
;trigger1 = Anim != 6730
trigger1 = root, Anim = 6117
value = 6730
elem = var(39)

[State 6700, stand punch burst attack]
type = ChangeAnim
trigger1 = root, Anim = 6137
value = 6731
elem = var(39)

[State 6700, crouch punch burst attack]
type = ChangeAnim
trigger1 = root, Anim = 6140
value = 6732
elem = var(39)

[State 6700, air punch burst attack]
type = ChangeAnim
trigger1 = root, Anim = 6141
value = 6733
elem = var(39)

[State 6700, guardstart (stand)]
type = ChangeAnim
;trigger1 = Anim != 6740
trigger1 = root, Anim = 6035
value = 6740
elem = var(39)

[State 6700, guardstart (crouch)]
type = ChangeAnim
;trigger1 = Anim != 6741
trigger1 = root, Anim = 6036
value = 6741
elem = var(39)

[State 6700, guardstart (air)]
type = ChangeAnim
;trigger1 = Anim != 6742
trigger1 = root, Anim = 6037
value = 6742
elem = var(39)

[State 6700, guard (stand)]
type = ChangeAnim
;trigger1 = Anim != 6743
trigger1 = root, Anim = 6038
value = 6743
elem = var(39)

[State 6700, guard (crouch)]
type = ChangeAnim
;trigger1 = Anim != 6744
trigger1 = root, Anim = 6039
value = 6744
elem = var(39)

[State 6700, guard (air)]
type = ChangeAnim
;trigger1 = Anim != 6745
trigger1 = root, Anim = 6040
value = 6745
elem = var(39)

[State 6700, guardend (stand)]
type = ChangeAnim
;trigger1 = Anim != 6746
trigger1 = root, Anim = 6041
value = 6746
elem = var(39)

[State 6700, guardend (crouch)]
type = ChangeAnim
;trigger1 = Anim != 6747
trigger1 = root, Anim = 6042
value = 6747
elem = var(39)

[State 6700, guardend (air)]
type = ChangeAnim
;trigger1 = Anim != 6748
trigger1 = root, Anim = 6043
value = 6748
elem = var(39)

[State 6700, hit back while guarding (stand)]
type = ChangeAnim
;trigger1 = Anim != 6749
trigger1 = root, Anim = 6044
value = 6749
elem = var(39)

[State 6700, hit back while guarding (crouch)]
type = ChangeAnim
;trigger1 = Anim != 6750
trigger1 = root, Anim = 6045
value = 6750
elem = var(39)

[State 6700, hit back while guarding (air)]
type = ChangeAnim
;trigger1 = Anim != 6751
trigger1 = root, Anim = 6046
value = 6751
elem = var(39)

;--GetHits-----

[State 6700, Stand/Air Hit high (light)]
type = ChangeAnim
;trigger1 = Anim != 6760
trigger1 = root, Anim = 6050
value = 6760
elem = var(39)

[State 6700, Stand/Air Hit high (medium)]
type = ChangeAnim
;trigger1 = Anim != 6761
trigger1 = root, Anim = 6051
value = 6761
elem = var(39)

[State 6700, Stand/Air Hit high (hard)]
type = ChangeAnim
;trigger1 = Anim != 6762
trigger1 = root, Anim = 6052
value = 6762
elem = var(39)

[State 6700, Stand Recover high (light)]
type = ChangeAnim
;trigger1 = Anim != 6763
trigger1 = root, Anim = 6053
value = 6763
elem = var(39)

[State 6700, Stand Recover high (medium)]
type = ChangeAnim
;trigger1 = Anim != 6764
trigger1 = root, Anim = 6054
value = 6764
elem = var(39)

[State 6700, Stand Recover high (hard)]
type = ChangeAnim
;trigger1 = Anim != 6765
trigger1 = root, Anim = 6055
value = 6765
elem = var(39)

[State 6700, Stand/Air Hit low (light)]
type = ChangeAnim
;trigger1 = Anim != 6766
trigger1 = root, Anim = 6056
value = 6766
elem = var(39)

[State 6700, Stand/Air Hit low (medium)]
type = ChangeAnim
;trigger1 = Anim != 6767
trigger1 = root, Anim = 6057
value = 6767
elem = var(39)

[State 6700, Stand/Air Hit low (hard)]
type = ChangeAnim
;trigger1 = Anim != 6768
trigger1 = root, Anim = 6058
value = 6768
elem = var(39)

[State 6700, Stand Recover low (light)]
type = ChangeAnim
;trigger1 = Anim != 6769
trigger1 = root, Anim = 6059
value = 6769
elem = var(39)

[State 6700, Stand Recover low (medium)]
type = ChangeAnim
;trigger1 = Anim != 6770
trigger1 = root, Anim = 6060
value = 6770
elem = var(39)

[State 6700, Stand Recover low (hard)]
type = ChangeAnim
;trigger1 = Anim != 6771
trigger1 = root, Anim = 6061
value = 6771
elem = var(39)

[State 6700, Crouch Hit (light)]
type = ChangeAnim
;trigger1 = Anim != 6772
trigger1 = root, Anim = 6062
value = 6772
elem = var(39)

[State 6700, Crouch Hit (medium)]
type = ChangeAnim
;trigger1 = Anim != 6773
trigger1 = root, Anim = 6063
value = 6773
elem = var(39)

[State 6700, Crouch Hit (hard)]
type = ChangeAnim
;trigger1 = Anim != 6774
trigger1 = root, Anim = 6064
value = 6774
elem = var(39)

[State 6700, Crouch Recover (light)]
type = ChangeAnim
;trigger1 = Anim != 6775
trigger1 = root, Anim = 6065
value = 6775
elem = var(39)

[State 6700, Crouch Recover (medium)]
type = ChangeAnim
;trigger1 = Anim != 6776
trigger1 = root, Anim = 6066
value = 6776
elem = var(39)

[State 6700, Crouch Recover (hard)]
type = ChangeAnim
;trigger1 = Anim != 6777
trigger1 = root, Anim = 6067
value = 6777
elem = var(39)

[State 6700, Stand/Air Hit back]
type = ChangeAnim
;trigger1 = Anim != 6778
trigger1 = root, Anim = 6068
value = 6778
elem = var(39)

[State 6700, Stand/Air Hit transition]
type = ChangeAnim
;trigger1 = Anim != 6779
trigger1 = root, Anim = 6069
value = 6779
elem = var(39)

[State 6700, Air Recover]
type = ChangeAnim
;trigger1 = Anim != 6780
trigger1 = root, Anim = 6070
value = 6780
elem = var(39)

[State 6700, Air Fall (going up)]
type = ChangeAnim
;trigger1 = Anim != 6781
trigger1 = root, Anim = 6071
value = 6781
elem = var(39)

[State 6700, Air Fall (up-type, going up)]
type = ChangeAnim
;trigger1 = Anim != 6782
trigger1 = root, Anim = 6072
value = 6782
elem = var(39)

[State 6700, Air Fall (up-type, coming down)]
type = ChangeAnim
;trigger1 = Anim != 6783
trigger1 = root, Anim = 6073
value = 6783
elem = var(39)

[State 6700, Tripped]
type = ChangeAnim
;trigger1 = Anim != 6784
trigger1 = root, Anim = 6074
value = 6784
elem = var(39)

[State 6700, LieDown Hit (stay down)]
type = ChangeAnim
;trigger1 = Anim != 6785
trigger1 = root, Anim = 6075
value = 6785
elem = var(39)

[State 6700, LieDown Hit (hit up into air)]
type = ChangeAnim
;trigger1 = Anim != 6786
trigger1 = root, Anim = 6076
value = 6786
elem = var(39)

[State 6700, Hit ground from fall]
type = ChangeAnim
;trigger1 = Anim != 6787
trigger1 = root, Anim = 6077
value = 6787
elem = var(39)

[State 6700, Bounce into air]
type = ChangeAnim
;trigger1 = Anim != 6788
trigger1 = root, Anim = 6078
value = 6788
elem = var(39)

[State 6700, Hit ground from bounce]
type = ChangeAnim
;trigger1 = Anim != 6789
trigger1 = root, Anim = 6079
value = 6789
elem = var(39)

[State 6700, Hit ground from fall (up-type)]
type = ChangeAnim
;trigger1 = Anim != 6790
trigger1 = root, Anim = 6080
value = 6790
elem = var(39)

[State 6700, LieDown]
type = ChangeAnim
;trigger1 = Anim != 6791
trigger1 = root, Anim = 6081
value = 6791
elem = var(39)

[State 6700, Get up from LieDown]
type = ChangeAnim
;trigger1 = Anim != 6792
trigger1 = root, Anim = 6082
value = 6792
elem = var(39)

[State 6700, LieDead (first rounds) anim]
type = ChangeAnim
;trigger1 = Anim != 6793
trigger1 = root, Anim = 6083
value = 6793
elem = var(39)

[State 6700, Fall-recovery near ground]
type = ChangeAnim
;trigger1 = Anim != 6794
trigger1 = root, Anim = 6084
value = 6794
elem = var(39)

[State 6700, Fall-recovery in mid-air]
type = ChangeAnim
;trigger1 = Anim != 6795
trigger1 = root, Anim = 6085
value = 6795
elem = var(39)

[State 6700, Dizzy]
type = ChangeAnim
;trigger1 = Anim != 6796
trigger1 = root, Anim = 6086
value = 6796
elem = var(39)

[State 6700, Vertical spinning (going upwards)]
type = ChangeAnim
;trigger1 = Anim != 6797
trigger1 = root, Anim = 6087
value = 6797
elem = var(39)

[State 6700, Vertical spinning (going downwards)]
type = ChangeAnim
;trigger1 = Anim != 6798
trigger1 = root, Anim = 6088
value = 6798
elem = var(39)

[State 6700, Shock]
type = ChangeAnim
;trigger1 = Anim != 6799
trigger1 = root, Anim = 6089
value = 6799
elem = var(39)

[State 6700, Hit Wall]
type = ChangeAnim
;trigger1 = Anim != 6800
trigger1 = root, Anim = 6090
value = 6800
elem = var(39)

[State 6700, Special Jump]
type = ChangeAnim
;trigger1 = Anim != 6801
trigger1 = root, Anim = 6142
value = 6801
elem = var(39)



[State 6700, destroy] 
type = DestroySelf
;;trigger1 = Anim != [6700,6800]
;trigger1 = NumHelper(1700) > 0 || NumHelper(1702) > 0
trigger1 = (NumHelper(1700) > 0) 
trigger1 = !((Helper(1700), RootDist X = [-30, 30]) && (Helper(1700), RootDist Y = [20, 60]) && (Helper(1700), StateNo = 1701)) 
trigger2 = (NumHelper(1702) > 0) 
trigger2 = !((Helper(1702), RootDist X = [-30, 30]) && (Helper(1702), RootDist Y = [20, 60]) && (Helper(1702), StateNo = 1703)) 
trigger3 = root, var(33) != 1
trigger4 = root, StateNo != [0, 106]
trigger4 = root, StateNo != [120,155]
trigger4 = root, Anim != 6137 ; 220
trigger4 = root, StateNo != 230
trigger4 = root, StateNo != 240
trigger4 = root, StateNo != 250
trigger4 = root, Anim != 6140 ; 420
trigger4 = root, StateNo != 430
trigger4 = root, StateNo != 440
trigger4 = root, StateNo != 450
trigger4 = root, Anim != 6141 ; 620
trigger4 = root, StateNo != 630
trigger4 = root, StateNo != 640
trigger4 = root, StateNo != 650
trigger4 = root, StateNo != [5000,5999]
trigger5 = root, Anim = 6025  ;jump wall
trigger6 = RoundState = 4
trigger6 = MatchOver || TeamMode = turns
trigger6 = root, StateNo = 5150
trigger6 = root, Time >= 40
