
;---------------------------------------------------------------------------
;Weak Gou Hadou
[Statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
ctrl = 0
sprpriority = 1
juggle =0; 0
poweradd = 0
velset = 0,0
facep2=1
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 4
volume = 75
channel = 1
value = 7,0

[State 1000, snd1]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 8,3

[State 0, VarSet]
type = VarSet
trigger1 =1 
v = 0    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 


[State 0, Width]
type = Width
trigger1 = animelem=4
edge =70,0
player=42,0

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0



;persistent = 


[State 0, Helper]
type = Helper
trigger1 = animelem  =5
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1001
pos =65,-65
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I   


[State 1000, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Strong Gou Hadou
[Statedef 1005]
type = S
movetype = A
physics = S
anim = 1000
ctrl = 0
sprpriority = 1
juggle =0; 14
poweradd = 0
velset = 0,0
facep2=1
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 4
volume = 75
channel = 1
value = 7,0

[State 1000, snd1]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 8,3
[State 0, Width]
type = Width
trigger1 = animelem=4
edge =70,0
player=42,0
[State 0, VarSet]
type = VarSet
trigger1 =1 
v = 0    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90


[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0






;persistent = 


[State 0, Helper]
type = Helper
trigger1 = animelem  =5
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1001
pos =65,-65
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I   


[State 1005, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Ex Gou Hadou
[Statedef 1006]
type = S
movetype = A
physics = S
anim = 1007
ctrl = 0
sprpriority = 1
juggle =0; 14
poweradd = -1000
velset = 0,0
facep2=1

[State 0, VarSet]
type = VarSet
trigger1 =1 
v = 0    ;fv = 10
value =2
[State 1010, snd1]
type = PlaySND
trigger1 = AnimElem = 6
volume = 75
channel = 3
value = 7,4
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .5,.5

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5



[State 1000, snd1]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 8,3
[State 0, Width]
type = Width
trigger1 = animelem=4
edge =70,0
player=42,0

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90


[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0



;persistent = 

[State 0, Helper]
type = Helper
trigger1 = animelem  =5
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1001
pos =65,-65
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5



[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I   


[State 1005, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------
;weak zankuu hadouken
[Statedef 1015]
type = A
movetype = A
physics = N
anim = ifelse(var(9)=1,1025,1020)
ctrl = 0
sprpriority = 1
juggle =0; 0
poweradd = 0


[State 0, VarSet]
type = VarSet
triggerall = var(9)=0
trigger1 = time=0
fv = 3    ;fv = 10
value = vel x
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
triggerall = var(9)=0
trigger1 = time=0
fv = 4   ;fv = 10
value = vel y
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
triggerall = var(9)=0
trigger1 = time=1
x = 0
y = 0
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 =1 
v = 0    ;fv = 10
value = 0
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 3&& (anim=1020||anim=1025)
trigger2=animelem=6&&var(9)=1
volume = 75
channel = 1
value = 7,0



[State 1000, snd1]
type = PlaySND
trigger1 = AnimElem = 1&& (anim=1020||anim=1025)
trigger2=animelem=5&&var(9)=1
volume = 75
channel = 0
value = 8,3
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Width]
type = Width
trigger1 = animelemtime(2)>=0&&(anim=1020||anim=1025)
edge =60,0


[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0





;persistent = 



[State 0, Helper]
type = Helper
trigger1 = AnimElem = 3
trigger2=animelem=6&&var(9)=1
helpertype = normal ;player
name ="Haoh-ken"
ID = 1003
stateno = 1003
pos =44,-62
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5
movetype = I   
[State 1025, ground]
type = ChangeAnim
trigger1 = Pos y >= 0 && (anim=1020||anim=1025)&& Time > 10
value = 1022
[State 0, VelSet]
type = VelSet
trigger1 = animelem=5&& (anim=1020)
x = fvar(3)
y = fvar(4)

[State 0, Gravity]
type = Gravity
trigger1 =animelemtime(5)>0 && anim=1020
trigger2= anim=1025


[State 0, VelSet]
type = VelSet
trigger1 =  anim=1022
x = 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = anim=1022
y = 0
;ignorehitpause = 
;persistent = 


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1022
statetype=S   


[State 1025, Landing Sound]
type = PlaySnd
trigger1 = Anim = 1022 && AnimElem = 1
value = 40, 3

[State 1025, back]
type = ChangeState
trigger1 = Anim = 1022
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1
;------------------------------------------------------
;heavy zankuu hadouken
[Statedef 1016]
type = A
movetype = A
physics = N
anim = ifelse(var(9)=1,1025,1020)
ctrl = 0
sprpriority = 1
juggle =0; 0
poweradd = 0


[State 0, VarSet]
type = VarSet
triggerall = var(9)=0
trigger1 = time=0
fv = 3    ;fv = 10
value = vel x
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
triggerall = var(9)=0
trigger1 = time=0
fv = 4   ;fv = 10
value = vel y
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
triggerall = var(9)=0
trigger1 = time=1
x = 0
y = 0
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 =1 
v = 0    ;fv = 10
value = 1
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 3&& (anim=1020||anim=1025)
trigger2=animelem=6&&var(9)=1
volume = 75
channel = 1
value = 7,0


[State 1000, snd1]
type = PlaySND
trigger1 = AnimElem = 1&& (anim=1020||anim=1025)
trigger2=animelem=5&&var(9)=1
volume = 75
channel = 0
value = 8,3


[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 0, Width]
type = Width
trigger1 = animelemtime(2)>=0&&(anim=1020||anim=1025)
edge =70,0


[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0





;persistent = 


[State 0, Helper]
type = Helper
trigger1 = AnimElem = 3
trigger2=animelem=6&&var(9)=1
helpertype = normal ;player
name ="Haoh-ken"
ID = 1003
stateno = 1003
pos =44,-62
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5


[State 1025, ground]
type = ChangeAnim
trigger1 = Pos y >= 0 && (anim=1020||anim=1025)&& Time > 10
value = 1022


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5
movetype = I   
[State 0, VelSet]
type = VelSet
trigger1 = animelem=5&& (anim=1020)
x = fvar(3)
y = fvar(4)

[State 0, Gravity]
type = Gravity
trigger1 =animelemtime(5)>0 && anim=1020
trigger2= anim=1025


[State 0, VelSet]
type = VelSet
trigger1 =  anim=1022
x = 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = anim=1022
y = 0
;ignorehitpause = 
;persistent = 


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1022
statetype=S   

[State 1025, Landing Sound]
type = PlaySnd
trigger1 = Anim = 1022 && AnimElem = 1
value = 40, 3

[State 1025, back]
type = ChangeState
trigger1 = Anim = 1022
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl=1
;------------------------------------------------------
;EX zankuu hadouken
[Statedef 1017]
type = A
movetype = A
physics = N
anim = ifelse(var(9)=1,1026,1023)
ctrl = 0
sprpriority = 1
juggle =0; 0
poweradd = -1000
facep2=1
[State 0, VarSet]
type = VarSet
trigger1 =1 
v = 0    ;fv = 10
value = 2
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0,-20
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, -20
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .5,.5

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, -20
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, -20
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5

[State 0, VelSet]
type = VelSet
trigger1 = time=0 &&var(9)=1
x = 0
y = 0
;ignorehitpause = 
;persistent = 


[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 3&& anim=1023
trigger1 = AnimElem = 8&& anim!=1023
volume = 75
channel = 1
value = 7,0

[State 1000, snd1]
type = PlaySND
trigger1 = AnimElem = 8&& anim!=1023
volume = 75
channel = 0
value = 3,0

;value = 0,0
;ignorehitpause = 
;persistent = 


[State 1000, snd1]
type = PlaySND
trigger1 =  AnimElem = 1&& anim=1023
volume = 75
channel = 0
value = 8,3
[State 1000, snd1]
type = PlaySND
trigger1 = AnimElem = 1&& anim!=1023
volume = 75
channel = 0
value = 3,14

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 0, Width]
type = Width
trigger1 = animelemtime(2)>=0&& anim=1023
edge =60,0



[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0



;persistent = 

[State 1025, ground]
type = ChangeAnim
trigger1 = Pos y >= 0 && Anim !=1022-var(9) && Time > 10
value = 1022-var(9)

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 3&&var(9)=0
trigger2=animelem=8&&var(9)=1
helpertype = normal ;player
name ="Haoh-ken"
ID = 1003
stateno = 1003
pos =44,-62
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5&& anim=1023
trigger2 = animelem=9&& anim!=1023
movetype = I   
[State 0, VelSet]
type = VelSet
trigger1 = animelem=9&& anim!=1023
x = -.5
y = -3

[State 0, Gravity]
type = Gravity
trigger1 =animelemtime(9)>0 && anim!=1023
trigger2= var(9)=0


[State 0, VelSet]
type = VelSet
trigger1 =  anim=1022-var(9)
x = 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = anim=1022-var(9)
y = 0
;ignorehitpause = 
;persistent = 


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1022
statetype=S   


[State 1025, Landing Sound]
type = PlaySnd
trigger1 = (Anim = 1022-var(9)) && AnimElem = 1
value = 40, 3

[State 1025, back]
type = ChangeState
trigger1 = Anim = 1022-var(9)
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Weak Shakunetsu Hadou Ken
[Statedef 1010]
type = S
movetype = A
physics = S
anim = 1010
ctrl = 0
sprpriority = 1
juggle =0; 14
poweradd =0
velset = 0,0
facep2=1
[State 1010, snd]
type = PlaySND
trigger1 = AnimElem = 11
volume = 75
channel = 1
value = 7, 0
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 8,5
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 8
volume = 75
channel = 0
value = 8,4
[State 0, Width]
type = Width
trigger1 = animelem=4
edge =70,0
player=42,0

[State 0, VarSet]
type = VarSet
trigger1 =1 
v = 0    ;fv = 10
value = 0
[State 1010, explode]
type = Explod
trigger1 = ProjHit = 1
anim = 1009
sprpriority = 5
postype = p2
pos = 15, -62
removetime = -2
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90


[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 0, Helper]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1014
pos =65,-65
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I   

[State 1010, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Strong Shakunetsu Hadou Ken
[Statedef 1011]
type = S
movetype = A
physics = S
anim = 1011
ctrl = 0
sprpriority = 1
juggle =0; 14
poweradd =0
velset = 0,0
facep2=1
[State 1010, snd]
type = PlaySND
trigger1 = AnimElem = 11
volume = 75
channel = 1
value = 7, 0
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 8,5
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 8
volume = 75
channel = 0
value = 8,4
[State 0, Width]
type = Width
trigger1 = animelem=4
edge =70,0
player=42,0
[State 0, VarSet]
type = VarSet
trigger1 =1 
v = 0    ;fv = 10
value = 1
[State 1010, explode]
type = Explod
trigger1 = ProjHit = 1
anim = 1009
sprpriority = 5
postype = p2
pos = 15, -62
removetime = -2
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90


[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 0, Helper]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1014
pos =65,-65
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I   

[State 1010, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;EX Shakunetsu Hadou Ken
[Statedef 1012]
type = S
movetype = A
physics = S
anim = 1012
ctrl = 0
sprpriority = 1
juggle =0; 14
poweradd =-1000
velset = 0,0
facep2=1
[State 1010, snd]
type = PlaySND
trigger1 = AnimElem = 11
volume = 75
channel = 1
value = 7, 0
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 8,5
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 8
volume = 75
channel = 0
value = 8,4
[State 0, Width]
type = Width
trigger1 = animelem=4
edge =70,0
player=42,0

[State 0, VarSet]
type = VarSet
trigger1 =1 
v = 0    ;fv = 10
value = 2
[State 1010, explode]
type = Explod
trigger1 = ProjHit = 1
anim = 1009
sprpriority = 5
postype = p2
pos = 15, -62
removetime = -2
removeongethit = 0
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .5,.5

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90


[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0



[State 0, Helper]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1014
pos =65,-65
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I   

[State 1010, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;EX Shakunetsu Hadou Ken  Shin
[Statedef 1013]
type = S
movetype = A
physics = S
anim = 1015
ctrl = 0
sprpriority = 1
juggle =0; 14
poweradd =-1000
velset = 0,0
facep2=1
[State 1010, snd]
type = PlaySND
trigger1 = AnimElem = 14
volume = 75
channel = 1
value = 7, 0
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 3,4
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 14
volume = 75
channel = 0
value = 8,7
[State 0, Width]
type = Width
trigger1 = animelem=4
edge =70,0
player=42,0
[State 0, VarSet]
type = VarSet
trigger1 =1 
v = 0    ;fv = 10
value = 2
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .5,.5

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90


[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 0, Helper]
type = Helper
trigger1 = AnimElem = 14
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1014
pos =65,-65
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=15
movetype = I   

[State 1010, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;Weak Shouryuu Ken
[Statedef 1025]
type = S
movetype = A
physics = N
juggle =0; 10
anim = 1050
velset = 0,0
poweradd=50
ctrl = 0
facep2=1

[State 0, ChangeState]
type = ChangeState
triggerall = AILevel>0 && roundstate=2
triggerall =  power =[2000,2999]
trigger1 =var(57)<200 && animelem=3 &&var(10)=1
trigger2= var(57)<50 &&var(10)=1
value =2030+var(9)

;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
triggerall = anim=1050
movetype = A  

[State 0, PosAdd]
type = PosAdd
trigger1 =time=0 
x = 12
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1&&var(57)<1000
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 1025, nhb]
type = NotHitBy
trigger1 = Time=0
value=SCA
time=ifelse(var(9)=1,6,4)
[State 1025, snd]
type = PlaySND
trigger1 = Anim = 1050
trigger1 = AnimElem = 2
volume = 75
channel = 0
value = 8,3


[State 1025, vush]
type = PlaySND
trigger1 = animelem=1 && anim=1050
volume = 75
channel = 1
value = 0,3
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A     

[State 1025, Vel]
type = VelSet
trigger1 = Anim = 1050
trigger1 = AnimElem = 4
X = 2.55
Y = -6.25

[State 1025, gravity]
type = VelAdd
trigger1 = animelemtime(4)>0
Y = 0.57

[State 1025, gravitx]
type = VelAdd
trigger1 = animelemtime(4)>0 && Vel X >= 0
x = -0.05



[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage =45,10
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 6, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
getpower=50,50
sparkxy =  -15, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=14
ground.velocity = -1.95
airguard.velocity = -1.9,-1
air.velocity = -1.75,-3
air.type = High
air.hittime = 12
fall.recover = 0
air.fall=1
forcestand=1
[State 200, ?????]
type = HitDef
trigger1= animelem=4
attr = A, SA
damage =26,5
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 6, Hit
pausetime = 11,11
getpower=20,20
sparkno = s4020
guard.sparkno = s4120
sparkxy =  -15, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = -2.75,-5
airguard.velocity = -1.9,-1
air.velocity = -2.75,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0


[State 1025, Vel2]
type = VelSet
trigger1 = Anim = 1050
trigger1 = AnimElem = 5
X = 0

[State 1025, Vel3]
type = VelSet
trigger1 = Pos y >= 0 && Time > 10
X = 0
y = 0

[State 1025, Pos]
type = PosSet
trigger1 = Pos y >= 0 && Time > 10
y = 0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,12,5)
ignorehitpause=0
 

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5
movetype = I  
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1051
movetype = I
statetype=S 
[State 1025, ground]
type = ChangeAnim
trigger1 = Pos y >= 0 && Anim = 1050 && Time > 10
value = 1051

[State 1025, Landing Sound]
type = PlaySnd
trigger1 = Anim = 1051 && AnimElem = 1
value = 40, 3

[State 1025, back]
type = ChangeState
trigger1 = Anim = 1051
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Strong Shouryuu Ken
[Statedef 1030]
type = S
movetype = A
physics = N
juggle =0; 10
anim = 1052
velset = 0,0
poweradd=90
ctrl = 0
facep2=1


[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, PosAdd]
type = PosAdd
trigger1 =time=0 
x = 12
;ignorehitpause = 
;persistent = 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
triggerall = anim=10502
movetype = A  
[State 0, ChangeState]
type = ChangeState
triggerall = AILevel>0 && roundstate=2
triggerall =  power =[2000,2999]
trigger1 =var(57)<200 && animelem=3 &&var(10)=1
trigger2= var(57)<50 &&var(10)=1
value =2030+var(9)


[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1&&var(57)<1000
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 1030, snd]
type = PlaySND
trigger1 = Anim = 1052
trigger1 = AnimElem = 2
volume = 75
channel = 0
value = 3,1

[State 1025, nhb]
type = NotHitBy
trigger1 = Time=0
value=SCA
time=ifelse(var(9)=1,6,8)



[State 1025, snd]
type = PlaySND
trigger1 = Anim = 1052
trigger1 = AnimElem = 2
volume = 75
channel = 0
value = 8,3


[State 1025, vush]
type = PlaySND
trigger1 = animelem=1 && anim=1052
volume = 75
channel = 1
value = 0,3
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A     

[State 1025, Vel]
type = VelSet
trigger1 = Anim = 1052
trigger1 = AnimElem = 4
X = 3.5
Y = -8.7

[State 1025, gravity]
type = VelAdd
trigger1 = animelemtime(4)>0
Y = 0.5

[State 1025, gravitx]
type = VelAdd
trigger1 = animelemtime(4)>0 && Vel X >= 0
x = -0.05



[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage =45,10
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 6, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
getpower=50,50
sparkxy =  -15, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=14
ground.velocity = -1.95
airguard.velocity = -1.9,-1
air.velocity = -1.75,-5
air.type = High
air.hittime = 12
fall.recover = 0
air.fall=1
forcestand=1
[State 200, ?????]
type = HitDef
trigger1= animelem=3
attr = A, SA
damage =47,5
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 6, Hit
getpower=20,20
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy =  -15, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = -2,-6
airguard.velocity = -1.9,-1
air.velocity = -2.75,-6
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
[State 200, ?????]
type = HitDef
trigger1= animelem=4
attr = A, SA
damage =33,5
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 6, Hit
pausetime = 11,11
getpower=20,20
sparkno = s4020
guard.sparkno = s4120
sparkxy =  -15, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = -3.95,-10
airguard.velocity = -1.9,-1
air.velocity = -2.75,-10
air.type = High
air.hittime = 12
yaccel=.6
fall = 1
fall.recover = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1051
movetype = I
statetype=S 

[State 1025, Vel2]
type = VelSet
trigger1 = Anim = 1052
trigger1 = AnimElem = 5
X = 0

[State 1025, Vel3]
type = VelSet
trigger1 = Pos y >= 0 && Time > 10
X = 0
y = 0

[State 1025, Pos]
type = PosSet
trigger1 = Pos y >= 0 && Time > 10
y = 0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,12,5)
ignorehitpause=0


[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5
movetype = I  
[State 1025, ground]
type = ChangeAnim
trigger1 = Pos y >= 0 && Anim = 1052 && Time > 10
value = 1051

[State 1025, Landing Sound]
type = PlaySnd
trigger1 = Anim = 1051 && AnimElem = 1
value = 40, 3

[State 1025, back]
type = ChangeState
trigger1 = Anim = 1051
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;EX Shouryuu Ken
[Statedef 1031]
type = S
movetype = A
physics = N
juggle =0; 10
poweradd=-1000
anim = 1053
velset = 0,0
ctrl = 0
facep2=1

[State 0, ChangeState]
type = ChangeState
triggerall = AILevel>0 && roundstate=2
triggerall =  power =[2000,2999]
trigger1 =var(57)<200 && animelem=3 &&var(10)=1
trigger2= var(57)<50 &&var(10)=1
value =2030+var(9)

[State 0, PosAdd]
type = PosAdd
trigger1 =time=0 
x = 12
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
triggerall = anim=1053
movetype = A  

[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .5,.5

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 


[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 1030, snd]
type = PlaySND
trigger1 = Anim = 1053
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 3,1

[State 1025, nhb]
type = NotHitBy
trigger1 = Time=0
value=SCA
time=ifelse(var(9)=1,8,11)



[State 1025, snd]
type = PlaySND
trigger1 = Anim = 1053
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 8,3


[State 1025, vush]
type = PlaySND
trigger1 = animelem=1 && anim=1053
volume = 75
channel = 1
value = 0,3
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A     

[State 1025, Vel]
type = VelSet
trigger1 = Anim = 1053
trigger1 = AnimElem = 4
X = 3.6
Y = -8.75

[State 1025, gravity]
type = VelAdd
trigger1 = animelemtime(4)>0
Y = 0.53

[State 1025, gravitx]
type = VelAdd
trigger1 = animelemtime(4)>0 && Vel X >= 0
x = -0.05



[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage =55,10
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 6, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
getpower=50,50
sparkxy =  -15, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=14
ground.velocity = -1.95
airguard.velocity = -1.9,-1
air.velocity = -1.75,-3
air.type = High
air.hittime = 12
fall.recover = 0
[State 200, ?????]
type = HitDef
trigger1= animelem=3
attr = A, SA
damage =58,5
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 6, Hit
getpower=20,20
pausetime = 11,11
sparkno = s4020
getpower=70,70
guard.sparkno = s4120
sparkxy =  -15, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = -2,-6
airguard.velocity = -1.9,-1
air.velocity = -2.75,-6
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
[State 200, ?????]
type = HitDef
trigger1= animelem=4
attr = A, SA
damage =33,5
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 6, Hit
pausetime = 11,11
getpower=20,20
sparkno = s4020
getpower=70,70
guard.sparkno = s4120
sparkxy =  -15, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = -3.95,-10
airguard.velocity = -1.9,-1
air.velocity = -2.75,-10
air.type = High
air.hittime = 12
yaccel=.6
fall = 1
fall.recover = 0


[State 1025, Vel2]
type = VelSet
trigger1 = Anim = 1053
trigger1 = AnimElem = 5
X = 0

[State 1025, Vel3]
type = VelSet
trigger1 = Pos y >= 0 && Time > 20
X = 0
y = 0

[State 1025, Pos]
type = PosSet
trigger1 = Pos y >= 0 && Time > 20
y = 0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,15,7)
ignorehitpause=0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1051
movetype = I
statetype=S 
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5
movetype = I  
[State 1025, ground]
type = ChangeAnim
trigger1 = Pos y >= 0 && Anim = 1053&& Time >20
value = 1051

[State 1025, Landing Sound]
type = PlaySnd
trigger1 = Anim = 1051 && AnimElem = 1
value = 40, 3

[State 1025, back]
type = ChangeState
trigger1 = Anim = 1051
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Weak Tatsumaki Sempuu Kyaku
[Statedef 1035]
type = U
movetype = A
physics = N
juggle =0; 10
anim = 1100+var(9)
poweradd=90
ctrl = 0
facep2=1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =var(1)=1 && time=0 
value = 1100+var(9)
elem=2

[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =statetype=A &&time=0
v = 1   ;fv = 10
value = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[State 0, VarSet]
type = VarSet
trigger1 =statetype!=A &&time=0
v = 1   ;fv = 10
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 810, ?????????]
type = Width
trigger1 = 1
edge = 30,0

;ignorehitpause = 
;persistent = 
 
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 1035, vush]
type = PlaySND
trigger1 = AnimElem = 2 && anim!=1110
channel = 1
value = 7,2

[State 1035, snd]
type = PlaySND
trigger1 = AnimElem = 1&& anim!=1110
channel = 0
value = 8,11

[State 1035, ppush]
type = PlayerPush
trigger1 = animelemtime(5)>=0 && animelemtime(13)<0 &&(var(1)=0)
value = 0

[State 1035, nhb]
type = NotHitBy
trigger1 = animelemtime(3)>=0 && animelemtime(13)<0 &&(var(1)=0)
value = S, NP, SP
[State 0, StateTypeSet]
type = gravity
trigger1 =statetype=A && var(1)=1
[State 1035, velocity]
type = VelAdd
trigger1 = animelemtime(1)>=0 &&animelemtime(4)<0 &&(var(1)=0)
y = -0.5

[State 0, VelSet]
type = VelSet
trigger1 = var(1)=0 &&time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2&&var(1)=0&& anim!=1110
statetype = A       ;S,A,C,L


[State 0, VelSet]
type = VelSet
triggerall =(var(1)=0)&& anim!=1110
trigger1 =animelem=2  
x = ifelse(var(9)=1,5.25,4.5)
y = -4.5
[State 0, VelSet]
type = VelSet
triggerall =vel y <1 && vel x =0 &&var(1)=1&& anim!=1110
trigger1 =animelem=1 
x = 1.8
y = -2.2
[State 0, VelSet]
type = VelSet
triggerall =vel y <1 &&var(1)=1&& anim!=1110
trigger1 =animelem=1 
y = -3

[State 0, VelSet]
type = Velmul
triggerall =vel y <1 &&var(1)=1&& anim!=1110
trigger1 =animelem=1 
x = 1.2

[State 0, VelSet]
type = Veladd
trigger1 = animelemtime(13)>=0 
y = .42

[State 200, ?????]
type = HitDef
triggerall = p2statetype!=C
trigger1 = AnimElem = 2
attr = A, SA
damage = 45,15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
getpower=90,90
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = ifelse(prevstateno=250,10,20)
ground.velocity = -1,-4
air.velocity = -1,-2
air.type = High
air.hittime = 12
fall=1
fall.recover=0
nochainid=1025
[State 0, VarSet]
type = VarSet
trigger1 =movehit && animelemtime(3)<0 
v = 36   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 200, ?????]
type = HitDef
triggerall = p2statetype!=C

trigger1 = AnimElem = 7
attr = A, SA
damage = ifelse(var(9)=1,26,70),15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
getpower=90,90
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = ifelse(prevstateno=250,10,20)
ground.velocity = -3,-7.55
air.velocity = -3,-ifelse(Var(38)=0,6.75,3)
air.type = High
air.hittime = 12
yaccel=.45
fall=1
fall.recover=0
id=1025
nochainid=1025



[State 200, ?????]
type = HitDef
triggerall = p2statetype!=C
triggerall = movehit=0
trigger1= animelem=10
attr = A, SA
damage = 71,15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
getpower=90,90
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 3,-5
air.velocity = 3,-5
air.type = High
air.hittime = 12
fall=1
fall.recover=0
id=1025
nochainid=1025
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,ifelse(var(9)=1,17,35),12)
ignorehitpause=0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=12
movetype = I   



[State 1035, velset1]
type = VelSet
trigger1 = animelemtime(5)>=0 && animelemtime(13)<0 &&(var(1)=0)
y = 0


[State 1030, typeset]
type = StateTypeSet
trigger1 = Anim = 1110
trigger1 = AnimElem = 1
movetype = I

[State 1030, Vel3]
type = VelSet
trigger1 =Anim = 1110
X = 0
y = 0

[State 1030, Pos]
type = PosSet
trigger1 = Anim = 1110
y = 0
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(3)>=0 && Pos Y >= 0 && anim!=1110
value = 1110

[State 1030, Landing Sound]
type = PlaySnd
trigger1 = Anim = 1110 && AnimElem = 1
value = 40, 3
channel=1
[State 1030, back]
type = ChangeState
trigger1 = Anim =1110
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Strong Tatsumaki Sempuu Kyaku
[Statedef 1040]
type = U
movetype = A
physics = N
juggle =0; 10
anim = 1102+var(9)
poweradd=90
facep2=1
ctrl = 0


[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =statetype=A &&time=0
v = 1   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =statetype!=A &&time=0
v = 1   ;fv = 10
value = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 810, ?????????]
type = Width
trigger1 = 1
edge = 35,0

;ignorehitpause = 
;persistent = 
 
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 1035, vush]
type = PlaySND
trigger1 = AnimElem = 2 && anim!=1111

channel = 1
value = 7,2

[State 1035, snd]
type = PlaySND
trigger1 = AnimElem = 1&& anim!=1111

channel = 0
value = 8,11


[State 1035, ppush]
type = PlayerPush
trigger1 = animelemtime(4)>=0 && animelemtime(14)<0 &&(var(1)=0)
value = 0

[State 1035, nhb]
type = NotHitBy
trigger1 = animelemtime(4)>=0 && animelemtime(14)<0 &&(var(1)=0)
value = S, NP, SP
[State 0, StateTypeSet]
type = gravity
trigger1 =statetype=A && var(1)=1
  
[State 1035, vel]
type = VelSet
trigger1 = Time = 5&&(var(1)=0)
x =ifelse(var(9)=1,5.25,4.5)
y = -5.5

[State 1035, velocity]
type = VelAdd
trigger1 = animelemtime(2)>=0 &&animelemtime(5)<0 &&(var(1)=0)
y = -0.5

[State 0, VelSet]
type = VelSet
trigger1 = statetype!=A &&time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2&&statetype!=A&& anim!=1111

statetype = A       ;S,A,C,L

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =var(1)=1 && time=0 
value = 1102+var(9)
elem=2



[State 0, VelSet]
type = VelSet
triggerall =vel y <1 && vel x =0 &&var(1)=1&& anim!=1111

trigger1 =animelem=1 
x = 1.8
y = -1.7
[State 0, VelSet]
type = VelSet
triggerall =vel y <1 &&var(1)=1&& anim!=1111

trigger1 =animelem=1 
y = -3

[State 0, VelSet]
type = Velmul
triggerall =vel y <1 &&var(1)=1&& anim!=1111

trigger1 =animelem=1 
x = 1.2


[State 0, VelSet]
type = Veladd
trigger1 = animelemtime(ifelse(var(9)=0,22,30))>=0 
y = .42

[State 200, ?????]
type = HitDef
triggerall = p2statetype!=C
trigger1 = AnimElem = 2
attr = A, SA
damage = 35,15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
getpower=110,110
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = ifelse(prevstateno=250,10,20)
ground.velocity = -1,-3
air.velocity = -1,-3
air.type = High
air.hittime = 12
fall=1
fall.recover=0
[State 200, ?????]
type = HitDef
triggerall = p2statetype!=C
trigger1 = AnimElem = 7
trigger2 = AnimElem = 15
trigger3= animelem=23
attr = A, SA
damage = ifelse(animelemtime(14)>0,33,32),15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
getpower=110,110
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = ifelse(prevstateno=250,10,20)
ground.velocity = -4,-ifelse(var(9)=1,6,3.5)
air.velocity = -4,-ifelse(var(9)=1,6,3.5)
air.type = High
air.hittime = 12
fall=1
fall.recover=0
[State 200, ?????]
type = HitDef
triggerall = p2statetype!=C
triggerall = movehit=0
trigger1=  animelem=11
trigger2= animelem=19
trigger3= animelem=26
attr = A, SA
damage = 75,15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
getpower=110,110
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = ifelse(prevstateno=250,10,20)
ground.velocity = 5,-4
air.velocity = 5,-4
air.type = High
air.hittime = 12
fall=1
fall.recover=0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,12)
ignorehitpause=0


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=21&&var(9)=0
trigger2= animelem=29 &&var(9)=1
movetype = I   



[State 1035, velset1]
type = VelSet
trigger1 = animelemtime(5)>=0 && animelemtime(13)<0 &&(var(1)=0)
y = 0


[State 1030, typeset]
type = StateTypeSet
trigger1 = Anim = 1111
trigger1 = AnimElem = 1
movetype = I

[State 1030, Vel3]
type = VelSet
trigger1 =Anim = 1111
X = 0
y = 0

[State 1030, Pos]
type = PosSet
trigger1 = Anim = 1111
y = 0
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(3)>=0 && Pos Y >= 0 && anim!=1111
value = 1111

[State 1030, Landing Sound]
type = PlaySnd
trigger1 = Anim = 1111 && AnimElem = 1
value = 40, 3
channel=1
[State 1030, back]
type = ChangeState
trigger1 = Anim =1111
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;EX Tatsumaki Sempuu Kyaku
[Statedef 1042]
type = U
movetype = A
physics = N
juggle =0; 10
anim = 1105
velset = 0,0
poweradd=-1000
ctrl = 0
facep2=1
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .5,.5
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5
[State 1010, explode]
type = Explod
trigger1 = animelem=5 && var(1)=0
anim = 2006
sprpriority = 5
postype = p1
pos = 0, 15
removetime =30
removeongethit = 1

[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =statetype=A &&time=0
v = 1   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =statetype!=A &&time=0
v = 1   ;fv = 10
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 810, ?????????]
type = Width
trigger1 = 1
edge = 35,0
player=0,0
;ignorehitpause = 
;persistent = 
 
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 1035, vush]
type = PlaySND
trigger1 = AnimElem = 2 && anim!=1110
channel = 1
value = 7,2

[State 1035, snd]
type = PlaySND
trigger1 = AnimElem = 1&& anim!=1110
channel = 0
value = 8,11
[State 1035, ppush]
type = PlayerPush
trigger1 = animelemtime(5)>=0 && animelemtime(25)<0 
value = 0
ignorehitpause=1

[State 1035, nhb]
type = NotHitBy
trigger1 = animelemtime(4)>=0 && animelemtime(14)<0 &&(var(1)=0)
value = S, NP, SP
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =time=0&&statetype=A
physics = A  
[State 1035, vel]
type = VelSet
trigger1 = Time = 4&&(var(1)=0)
y = -4.25

[State 1035, velocity]
type = VelAdd
trigger1 = animelemtime(2)>=0 &&animelemtime(5)<0 &&(var(1)=0)
y = -0.5

[State 0, VelSet]
type = VelSet
trigger1 = statetype!=A &&time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2&&statetype!=A
statetype = A       ;S,A,C,L

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =var(1)=1 && time=0 
value = 1105
elem=2



[State 0, VelSet]
type = VelSet
triggerall =var(1)=1
trigger1 =animelemtime(22)<=0
y = 0


[State 0, VelSet]
type = Veladd
trigger1 = animelemtime(22)>=0
y = .42


[State 200, ?????]
type = HitDef
triggerall = p2statetype!=C
trigger1 = AnimElem = 7
trigger2 = AnimElem = 15
attr = A, SA
damage = ifelse(animelemtime(14)>0,32,29),15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 4,4
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
getpower=0
guard.ctrltime = ifelse(prevstateno=250,10,20)
ground.hittime  = 20
ground.velocity =22
air.velocity = 12,-5
air.type = High
air.hittime = 12
air.fall=1
fall.recover=0
[State 200, ?????]
type = HitDef
triggerall = p2statetype!=C
trigger1=  animelem=11
attr = A, SA
damage = 30,15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 4,4
getpower=0
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = ifelse(prevstateno=250,10,20)
ground.velocity = -22
air.velocity = -12,3
air.type = High
air.hittime = 12
air.fall=1
fall.recover=0
[State 200, ?????]
type = HitDef
triggerall = p2statetype!=C
trigger1=animelem=19
attr = A, SA
damage = 33,15
animtype = Hard
guardflag = MA
hitflag = MAF
getpower=0
priority = 5, Hit
pausetime = 4,4
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
guard.ctrltime = ifelse(prevstateno=250,10,20)
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-5
air.velocity = -5,-4
air.type = High
air.hittime = 12
fall=1
fall.recover=0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,15,5)
ignorehitpause=0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=21
movetype = I   



[State 1035, velset1]
type = VelSet
trigger1 = animelemtime(5)>=0 && animelemtime(13)<0 &&(var(1)=0)
y = 0


[State 1030, typeset]
type = StateTypeSet
trigger1 = Anim = 1110
trigger1 = AnimElem = 1
movetype = I

[State 1030, Vel3]
type = VelSet
trigger1 =Anim = 1110
X = 0
y = 0

[State 1030, Pos]
type = PosSet
trigger1 = Anim = 1110
y = 0
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(3)>=0 && Pos Y >= 0 && anim!=1110
value = 1110

[State 1030, Landing Sound]
type = PlaySnd
trigger1 = Anim = 1110 && AnimElem = 1
value = 40, 3
channel=1
[State 1030, back]
type = ChangeState
trigger1 = Anim =1110
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;EX Tatsumaki Sempuu Kyaku
[Statedef 1041]
type = U
movetype = A
physics = N
juggle =0; 10
anim = 1104
velset = 0,0
poweradd=-1000
ctrl = 0
facep2=1
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=3
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .5,.5
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5
[State 1010, explode]
type = Explod
trigger1 = animelem=5 && var(1)=0
anim = 2006
sprpriority = 5
postype = p1
pos = 0, 15
removetime =30
removeongethit = 1

[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =statetype=A &&time=0
v = 1   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =statetype!=A &&time=0
v = 1   ;fv = 10
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 810, ?????????]
type = Width
trigger1 = 1
edge = 35,0
player=0,0
;ignorehitpause = 
;persistent = 
 
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 1035, vush]
type = PlaySND
trigger1 = AnimElem = 2 && anim!=1110
channel = 1
value = 7,2

[State 1035, snd]
type = PlaySND
trigger1 = AnimElem = 1&& anim!=1110
channel = 0
value = 8,11
[State 1035, snd]
type = PlaySND
trigger1 = AnimElem = 23&& anim!=1110
channel = 0
value = 8,7
[State 1035, ppush]
type = PlayerPush
trigger1 = animelemtime(5)>=0 && animelemtime(25)<0 
value = 0
ignorehitpause=1

[State 1035, nhb]
type = NotHitBy
trigger1 = animelemtime(4)>=0 && animelemtime(14)<0 &&(var(1)=0)
value = S, NP, SP
  
[State 1035, vel]
type = VelSet
trigger1 = Time = 4&&(var(1)=0)
y = -4.25



[State 0, VelSet]
type = VelSet
trigger1 = statetype!=A &&time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2&&statetype!=A
statetype = A       ;S,A,C,L

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =var(1)=1 && time=0 
value = 1104
elem=2



[State 1035, velset1]
type = VelSet
trigger1 = animelemtime(22)>=0 && animelemtime(30)<0 
y = 0


[State 0, VelSet]
type = Veladd
trigger1 = animelemtime(30)>=0
y = .42


[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
attr = A, SA
damage = ifelse(animelemtime(12)>0,32,29),15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 4,4
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
getpower=0
ground.hittime  = 20
guard.ctrltime = ifelse(prevstateno=250,10,20)
ground.velocity =22,-6
air.velocity = 12,-ifelse(var(1)=1,3,9)
air.type = High
air.hittime = 12
air.fall=1
fall.recover=0
[State 200, ?????]
type = HitDef
trigger1=  animelem=9
trigger2=  animelem=16
attr = A, SA
damage = ifelse(animelemtime(15)>0,34,30),15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 4,4
getpower=0
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = ifelse(prevstateno=250,10,20)
ground.velocity = -22
air.velocity = -12,-ifelse(var(1)=1,2,ifelse(animelemtime(14)>0,4,9))
air.type = High
air.hittime = 12
air.fall=1
fall.recover=0
[State 200, ?????]
type = HitDef
trigger1=animelem=21
attr = A, SA
damage = 34,15
animtype = Hard
guardflag = MA
hitflag = MAF
getpower=0
priority = 5, Hit
pausetime = 8,17
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-4
air.velocity = -5,-4
air.type = High
air.hittime = 12
fall=1
fall.recover=0
[State 200, ?????]
type = HitDef
trigger1=animelem=26
attr = A, SA
damage = 36,15
animtype = Hard
guardflag = MA
hitflag = MAF
getpower=0
priority = 5, Hit
pausetime = 14,14
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = ifelse(prevstateno=250,10,20)
ground.velocity = -8,-4
air.velocity = -8,-4
air.type = High
air.hittime = 12
fall=1
fall.recover=0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,15,5)
ignorehitpause=0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=27
movetype = I   






[State 1030, typeset]
type = StateTypeSet
trigger1 = Anim = 1110
trigger1 = AnimElem = 1
movetype = I

[State 1030, Vel3]
type = VelSet
trigger1 =Anim = 1110
X = 0
y = 0

[State 1030, Pos]
type = PosSet
trigger1 = Anim = 1110
y = 0
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(3)>=0 && Pos Y >= 0 && anim!=1110
value = 1110

[State 1030, Landing Sound]
type = PlaySnd
trigger1 = Anim = 1110 && AnimElem = 1
value = 40, 3
channel=1
[State 1030, back]
type = ChangeState
trigger1 = Anim =1110
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 6000]
type    = S
movetype= H
physics = N
velset=0

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 0, PosFreeze]
type = PosFreeze
trigger1 = !HitShakeOver
value = 1
ignorehitpause = 1
[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 6030

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
;----------------------------------

;---------------------------------------------------------------------------
;Demon Flip
[Statedef 1050]
type = A
movetype = A
physics = N
anim = 1200
ctrl = 0
sprpriority = 1
poweradd=60
juggle =0; 14
poweradd = 0
facep2=1
[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[400,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,1056]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 810, ?????????]
type = Width
trigger1 = 1
edge = 30,0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 1055, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 1
value = 8,0

[State 1055, snd]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 2
value = 0,1

[State 0, VelSet]
type = VelSet
trigger1 =time=0 
x = 3
y = -9
;ignorehitpause = 
;persistent = 

[State 0, VelAdd]
type = VelAdd
trigger1 =anim=1200 
y = .45
;ignorehitpause = 
;persistent = 



[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0


[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,12)
ignorehitpause=0


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y >=0 && animelemtime(4)>0 && anim=1200
value = 1201

[State 0, VelSet]
type = VelSet
trigger1 = anim=1201 && animelem=1
x = 5
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = anim=1201
y = 0
;ignorehitpause = 
;persistent = 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1201
statetype = C       ;S,A,C,
physics = S         ;A,C,S,N
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
triggerall = anim=1201
movetype = A  
[State 200, ?????]
type = HitDef
trigger1 =animelem=4
attr = C, SA
damage = 60,15
animtype = Hard
guardflag = L
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
getpower=50,50
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -15
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 23
guard.ctrltime=23
ground.velocity = -6,-6
air.velocity = -6,-6
air.type = High
air.hittime = 12
fall=1
fall.recover=0
id=1200

[State 0, TargetState]
type = TargetState
trigger1 =movehit && p2stateno!=1151 && anim=1201
value =1151
ID = 1200

[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 39    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 = (command="x"||command="y")&&time>11
v = 39    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = (command="a"||command="b")&&time>11
v = 39    ;fv = 10
value = 2


[State 0, ChangeState]
type = ChangeState
triggerall = pos y <-20  &&time >17

trigger1 =  var(39)=2&& AILevel=0
trigger2=random<499&&((p2bodydist x  / p2bodydist y) > .05 && (p2bodydist x  /p2bodydist y) <= 1.15) && p2bodydist x  > -25 && AIlevel>0 &&p2stateno!=[120,155]
trigger2 = p2statetype!=L || p2stateno=5120
value =1055
[State 0, ChangeState]
type = ChangeState
triggerall = pos y <-20  &&time >17 
trigger1 =   var(39)=1&& AILevel=0
trigger2=  random>=499&&p2statetype=S && p2bodydist x <25 && p2bodydist y >15 && AIlevel>0
trigger2 =p2statetype!=A
trigger3= p2statetype=C  && p2bodydist y >-40&& AIlevel>0

value =1056



[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,45,12)
ignorehitpause=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5 &&anim=1201
movetype = I   
[State 1000, ??????]
type = ChangeState
trigger1 = AnimTime = 0 && anim=1201
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Demon Flip
[Statedef 1051]
type = A
movetype = A
physics = N
anim = 1200
ctrl = 0
sprpriority = 1
poweradd=60
juggle =0; 14
poweradd = 0
facep2=1
[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[400,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,1056]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 810, ?????????]
type = Width
trigger1 = 1
edge = 30,0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 1055, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 1
value = 8,0

[State 1055, snd]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 2
value = 0,1

[State 0, VelSet]
type = VelSet
trigger1 =time=0 
x = 6
y = -9
;ignorehitpause = 
;persistent = 

[State 0, VelAdd]
type = VelAdd
trigger1 =anim=1200 
y = .45
;ignorehitpause = 
;persistent = 



[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0


[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,12)
ignorehitpause=0


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y >=0 && animelemtime(4)>0 && anim=1200
value = 1201

[State 0, VelSet]
type = VelSet
trigger1 = anim=1201 && animelem=1
x = 5
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = anim=1201
y = 0
;ignorehitpause = 
;persistent = 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1201
statetype = C       ;S,A,C,
physics = S         ;A,C,S,N
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
triggerall = anim=1201
movetype = A
[State 200, ?????]
type = HitDef
trigger1 =animelem=4
attr = C, SA
damage = 60,15
animtype = Hard
guardflag = L
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
getpower=50,50
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -15
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime=15
ground.hittime  = 23
guard.ctrltime=23
ground.velocity = -6,-6
air.velocity = -6,-6
air.type = High
air.hittime = 12
fall=1
fall.recover=0
id=1200

[State 0, TargetState]
type = TargetState
trigger1 =movehit && p2stateno!=1151 && anim=1201
value =1151
ID = 1200
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 39    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 = (command="x"||command="y")&&time>11
v = 39    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = (command="a"||command="b")&&time>11
v = 39    ;fv = 10
value = 2

[State 0, ChangeState]
type = ChangeState
triggerall = pos y <-20  &&time >17

trigger1 =  var(39)=2&& AILevel=0
trigger2=random<499&&((p2bodydist x  / p2bodydist y) > .05 && (p2bodydist x  /p2bodydist y) <= 1.15) && p2bodydist x  > -25 && AIlevel>0 &&p2stateno!=[120,155]
trigger2 = p2statetype!=L || p2stateno=5120
value =1055
[State 0, ChangeState]
type = ChangeState
triggerall = pos y <-20  &&time >17 
trigger1 =   var(39)=1&& AILevel=0
trigger2=  random>=499&&p2statetype=S && p2bodydist x <25 && p2bodydist y >15 && AIlevel>0
trigger2 =p2statetype!=A
trigger3= p2statetype=C  && p2bodydist y >-40&& AIlevel>0
value =1056





[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,45,12)
ignorehitpause=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5 &&anim=1201
movetype = I   
[State 1000, ??????]
type = ChangeState
trigger1 = AnimTime = 0 && anim=1201
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; EX Demon Flip
[Statedef 1052]
type = A
movetype = A
physics = N
anim = 1200
ctrl = 0
sprpriority = 1
poweradd=-1000
juggle =0; 14
poweradd = 0
facep2=1

[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=3
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .5,.5

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5

[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[400,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,1056]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 810, ?????????]
type = Width
trigger1 = 1
edge = 30,0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 1055, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 8,0

[State 1055, snd]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 1
value = 0,1

[State 1121,VelMul]
type = VelMul
trigger1 = anim=1200
x = .94
[State 0, VelSet]
type = VelSet
trigger1 =time=0 
x = ((P2Dist X)/17)
y = -9.7
;ignorehitpause = 
;persistent = 

[State 0, VelAdd]
type = VelAdd
trigger1 =anim=1200 
y = .57
;ignorehitpause = 
;persistent = 



[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0


[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,12)
ignorehitpause=0


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y >=0 && animelemtime(4)>0 && anim=1200
value = 1201

[State 0, VelSet]
type = VelSet
trigger1 = anim=1201 && animelem=1
x = 5
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = anim=1201
y = 0
;ignorehitpause = 
;persistent = 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1201
statetype = C       ;S,A,C,
physics = S         ;A,C,S,N
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
triggerall = anim=1201
movetype = A
[State 200, ?????]
type = HitDef
trigger1 =animelem=4
attr = C, SA
damage = 80,15
animtype = Hard
guardflag = L
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
getpower=50,50
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -15
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 23
guard.ctrltime=23
ground.velocity = -6,-6
air.velocity = -6,-6
air.type = High
air.hittime = 12
fall=1
fall.recover=0
id=1200

[State 0, TargetState]
type = TargetState
trigger1 =movehit && p2stateno!=1151 && anim=1201
value =1151
ID = 1200
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 39    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 = (command="x"||command="y")&&time>11
v = 39    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = (command="a"||command="b")&&time>11
v = 39    ;fv = 10
value = 2


[State 0, ChangeState]
type = ChangeState
triggerall = pos y <-20  &&time >14

trigger1 =  var(39)=2&& AILevel=0
trigger2=random<499&&((p2bodydist x  / p2bodydist y) > .05 && (p2bodydist x  /p2bodydist y) <= 1.15) && p2bodydist x  > -25 && AIlevel>0 &&p2stateno!=[120,155]
trigger2 = p2statetype!=L || p2stateno=5120
;trigger2 =p2statetype!=A
value =1055
[State 0, ChangeState]
type = ChangeState
triggerall = pos y <-20  &&time >14
trigger1 =   var(39)=1&& AILevel=0
trigger2=  random>=499&&p2statetype=S && p2bodydist x <25 && p2bodydist y >15 && AIlevel>0
trigger2 =p2statetype!=A
trigger3= p2statetype=C  && p2bodydist y >-40&& AIlevel>0
value =1056



[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,45,12)
ignorehitpause=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5 &&anim=1201
movetype = I   
[State 1000, ??????]
type = ChangeState
trigger1 = AnimTime = 0 && anim=1201
value = 0
ctrl = 1
;---------------------------------------
;Dive kick
[Statedef 1055]
type    = A
movetype= A
physics = N
juggle  =0 ;4
poweradd= 0
anim=1210
ctrl = 0
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
triggerall = anim=1210
movetype = A

[State 630, kiai1]
type = PlaySND
trigger1 = time=0
volume = 75
channel = 0
value = 0,2

[State 630, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 1
value = 8,10

[State 0, VelSet]
type = VelSet
trigger1 =time=0 
x = 0
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem=2
x = 6
y = 8.25





[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 640, ?????]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage = ifelse(prevstateno=1052,65,50)
guardflag = MA
priority = 4
pausetime = 8,8
sparkno = s4010
guard.sparkno = s4110
sparkxy = -10,-15
hitsound = s400,5
guardsound = s2,1
getpower=ifelse(prevstateno=1052,0,60),ifelse(prevstateno=1052,0,60)
animtype = Hard
ground.type = High
guard.ctrltime=24
ground.slidetime = 24
ground.hittime  =  24
ground.velocity = -5
air.velocity = -3,-4
air.hittime = 99
forcenofall=ifelse(var(10),0,1)
air.fall=ifelse(var(10),1,0)
fall.recovertime=ifelse(var(10),0,1)



[State 0, VarSet]
type = VarSet
triggerall = var(10)=0
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = VarSet
triggerall = var(10)=0
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
triggerall = var(10)=0
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
triggerall = var(10)=0
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =0 
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,50,15)
ignorehitpause=1
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=672
movetype = I   

[State 0, VelSet]
type = VelSet
trigger1 =  anim=672
x = 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = anim=672
y = 0
;ignorehitpause = 
;persistent = 


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=672
statetype=S   
[State 1025, ground]
type = ChangeAnim
trigger1 = Pos y >= 0 && (anim=1210)&& Time > 10
value = 672

[State 1025, Landing Sound]
type = PlaySnd
trigger1 = Anim = 672 && AnimElem = 1
value = 40, 3

[State 1025, back]
type = ChangeState
trigger1 = Anim = 672
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Palm of priority
[Statedef 1056]
type =A
movetype = A
physics = N
anim = 1205
ctrl = 0
sprpriority = 1
juggle =0; 14
poweradd = 70
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
triggerall = anim=1205
movetype = A

[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,1056]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 810, ?????????]
type = Width
trigger1 = 1
edge = 30,0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 


[State 1055, vush]
type = PlaySND
trigger1 = AnimElem = 2 && anim=1205
volume = 75
channel = 1
value = 8,0

[State 1055, snd]
type = PlaySND
trigger1 = AnimElem = 1&& anim=1205
volume = 75
channel = 2
value = 0,1

[State 0, VelAdd]
type = VelAdd
trigger1 =anim!=1251
y = .6
;ignorehitpause = 
;persistent = 

[State 800, 1]
type = HitDef
triggerall = p2statetype!=C
triggerall= (command="holdfwd"&&AIlevel=0)||(p2statetype=S && p2bodydist x <40 && p2bodydist y >-30 && AIlevel>0)
Trigger1 = AnimElem = 1
attr = S, ST
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = -1
sprpriority = 1
;p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno =1057
p2stateno = 1058
guard.dist = 0
fall = 1

[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage = ifelse(prevstateno=1052,100,70),15
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
getpower=ifelse(prevstateno=1052,0,60),ifelse(prevstateno=1052,0,60)
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 10
ground.hittime  =22
guard.ctrltime=22
ground.velocity = -6,-6
air.velocity = -6,-6
air.type = High
air.hittime = 28
fall=1
fall.recover=0
id=1200

[State 0, TargetState]
type = TargetState
trigger1 =movehit && p2stateno!=1151 && anim=1205
value =1151
ID = 1200
 
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,45,12)
ignorehitpause=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=1251
movetype = I   
[State 0, PosSet]
type = PosSet
trigger1 = anim=1251||(Pos y >= 0 && (anim=1205))
y = 0
[State 0, VelSet]
type = VelSet
trigger1 =  anim=1251||(Pos y >= 0 && (anim=1205))
x = 0
y = 0

;ignorehitpause = 
;persistent = 


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1251
statetype=S   
[State 1025, ground]
type = ChangeAnim
trigger1 = Pos y >= 0 && (anim=1205)
value = 1251

[State 1025, Landing Sound]
type = PlaySnd
trigger1 = Anim = 1251 && AnimElem = 1
value = 40, 3

[State 1025, back]
type = ChangeState
trigger1 = Anim = 1251
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;throw of pain
[Statedef 1057]
type =A
movetype = A
physics = N
anim = 1220
ctrl = 0
sprpriority = 1
velset=0,0
juggle =0; 14
poweradd = 50
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
triggerall = anim=1220
movetype = A
[State 0, Width]
type = Width
trigger1 = animelemtime(5)>=0&&animelemtime(6)<0
edge = 50,0
[State 0, Width]
type = Width
trigger1 = animelemtime(6)>=0
edge = 80,0
[State 1055, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 8,8
[State 1055, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 1
value = 0,2
[State 0, BindToTarget]
type = BindToTarget
trigger1 = animelemtime(1)>=0 && animelemtime(2)<0
time = 1
ID = -1
pos = -2,25,head
[State 0, BindToTarget]
type = BindToTarget
trigger1 = animelemtime(2)>=0 && animelemtime(3)<0
time = 1
ID = -1
pos = -10,15,head
[State 0, BindToTarget]
type = BindToTarget
trigger1 = animelemtime(3)>=0 && animelemtime(4)<0
time = 1
ID = -1
pos = -30,15,head
[State 0, TargetBind]
type = TargetBind
trigger1 =animelemtime(4)>=0 && animelemtime(5)<0 
pos = -40,-53

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y <-65 && animelemtime(4)>0
value = 1220
elem=4
[State 0, VelSet]
type = VelSet
trigger1 = time=13
x = 1.5
y = -4
[State 0, VelSet]
type = VelSet
trigger1 =animelem=6
x = 0
y = 0
[State 0, VelAdd]
type = VelAdd
trigger1 =animelem=4
y = .55
;ignorehitpause = 
;persistent = 


[State 0, TargetBind]
type = TargetBind
trigger1 =animelemtime(5)>=0 && animelemtime(6)<0 
pos =-29,-114

[State 0, TargetBind]
type = TargetBind
trigger1 =animelemtime(6)>=0 && animelemtime(7)<0 
pos = 10,-93

[State 0, TargetBind]
type = TargetBind
trigger1 =animelemtime(7)>=0 && animelemtime(8)<0 
pos = 49,-69
[State 0, TargetBind]
type = TargetBind
trigger1 =animelem=8
pos = 95,-56

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem=8
value = -100
kill = 1

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=5 
x = -15
y = 8
;ignorehitpause = 
;persistent = 


[State 0, PosSet]
type = PosSet
trigger1 = animelemtime(6)>=0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, TargetState]
type = TargetState
trigger1 =animelem=8
value =1151
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = Varadd
trigger1 =time=0
v = 57    ;v = 570
value =35
ignorehitpause=0

 
[State 1000, ??????]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1058]
type =A
movetype = H
physics = N
ctrl = 0
sprpriority = 0
poweradd = 20
[State 0, ScreenBound]
type = ScreenBound
trigger1 =1 
value = 1
movecamera = 1,0
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0
value = 1221
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 =animelemtime(4)>0 && enemy,pos y <-65
value = 1221
elem=4
[State 0, SelfState]
type = SelfState
trigger1 =p2stateno!=1057
value =5050
;anim =
;ctrl =
;ignorehitpause = 0
;persistent = 1


;--------------------------------------------------
[Statedef 1100]
type    = S
movetype= I
physics = N
juggle  =0; 0
poweradd= 0
velset=0,0
ctrl = 0
anim = 1400
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
triggerall = anim=1400
movetype = A
[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = -1

[State 182, 2]
type = PlayerPush
trigger1 = anim!=1405
value = 0


[State 182, 2]
type = NotHitBy
trigger1 = anim!=1405
value = SCA
time = 1

[State 210, 3]
type = Turn
trigger1 = p2bodydist x < -20 && animelemtime(9)>0

[State 0, VelSet]
type = VelSet
trigger1 = animelem=9
x = 11
;ignorehitpause = 
;persistent = 


[State 182, 2]
type = Playsnd
trigger1 =  animelem=9
value = 9,0


[State 182, 2]
type = Velmul
trigger1 = animelemtime(9)>15
x = .9
[State 0, VelSet]
type = VelSet
trigger1 = anim=1405
x = 0
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime=0 && anim!=1405
trigger2= (frontedgedist <= 0 ) && time > 5 && anim!=1405
value = 1405


[state 702 ,5]
type = changestate
trigger1 = animtime=0 && anim=1405
value = 0
ctrl = 1
;--------------------------------------------------
[Statedef 1101]
type    = S
movetype= I
physics = N
juggle  =0; 0
poweradd= 0
velset=0,0
ctrl = 0
anim = 1400
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
triggerall = anim=1400
movetype = A
[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = -1
[State 182, 2]
type = PlayerPush
trigger1 = anim!=1405
value = 0


[State 182, 2]
type = NotHitBy
trigger1 = anim!=1405
value = SCA
time = 1
[State 210, 3]
type = Turn
trigger1 = p2bodydist x < -20 && animelemtime(9)>0

[State 0, VelSet]
type = VelSet
trigger1 = animelem=9
x = -11
;ignorehitpause = 
;persistent = 


[State 182, 2]
type = Playsnd
trigger1 =  animelem=9
value = 9,0

[State 182, 2]
type = Velmul
trigger1 = animelemtime(9)>15
x = .9
[State 0, VelSet]
type = VelSet
trigger1 = anim=1405
x = 0
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime=0 && anim!=1405
trigger2= (frontedgedist <= 0 || backedgedist <= 0) && time > 5 && anim!=1405
value = 1405


[state 702 ,5]
type = changestate
trigger1 = animtime=0 && anim=1405
value = 0
ctrl = 1
;--------------------------------------------------
[Statedef 1102]
type    = S
movetype= I
physics = N
juggle  =0; 0
poweradd= 0
velset=0,0
ctrl = 0
anim = 1410
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
triggerall = anim=1410
movetype = A
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = -1

[State 182, 2]
type = PlayerPush
trigger1 = anim!=1405
value = 0

[State 182, 2]
type = NotHitBy
trigger1 = anim!=1405
value = SCA
time = 1
[State 210, 3]
type = Turn
trigger1 = p2bodydist x < -20 && animelemtime(9)>0

[State 0, VelSet]
type = VelSet
trigger1 = animelem=10
x = 9
;ignorehitpause = 
;persistent = 


[State 182, 2]
type = Playsnd
trigger1 =  animelem=11
value = 9,0


[State 182, 2]
type = Velmul
trigger1 = animelemtime(11)>8
x = .9
[State 0, VelSet]
type = VelSet
trigger1 = anim=1405
x = 0
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime=0 && anim!=1405
trigger2= (frontedgedist <= 0 ) && time > 5 && anim!=1405
value = 1405


[state 702 ,5]
type = changestate
trigger1 = animtime=0 && anim=1405
value = 0
ctrl = 1
;--------------------------------------------------
[Statedef 1103]
type    = S
movetype= I
physics = N
juggle  =0; 0
poweradd= 0
velset=0,0
ctrl = 0
anim = 1410
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
triggerall = anim=1410
movetype = A
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = -1

[State 182, 2]
type = PlayerPush
trigger1 = anim!=1405
value = 0



[State 182, 2]
type = NotHitBy
trigger1 = anim!=1405
value = SCA
time = 1
[State 210, 3]
type = Turn
trigger1 = p2bodydist x < -20 && animelemtime(9)>0

[State 0, VelSet]
type = VelSet
trigger1 = animelem=9
x = -9
;ignorehitpause = 
;persistent = 


[State 182, 2]
type = Playsnd
trigger1 = animelem=9
value = 9,0

[State 182, 2]
type = Velmul
trigger1 = animelemtime(11)>8
x = .9
[State 0, VelSet]
type = VelSet
trigger1 = anim=1405
x = 0
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime=0 && anim!=1405
trigger2= (frontedgedist <= 0 || backedgedist <= 0) && time > 5 && anim!=1405
value = 1405


[state 702 ,5]
type = changestate
trigger1 = animtime=0 && anim=1405
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;??????????

[Statedef 1200]
type     = S
movetype = A
physics  = S
juggle   =0; 0
poweradd = 30
velset   = 0,0
anim     = 1500
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
triggerall = anim=1500
movetype = A
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,13

[State 1400, ]
type = ReversalDef
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
attr = S,SA
reversal.attr = SA,AA
sparkxy = 20,0
sparkno = s4110
pausetime = 15,15
hitsound = s400,2
p1stateno = 1210

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2
movetype = I   
[State 1000, ??????]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;??????????

[Statedef 1250]
type     = S
movetype = A
physics  = S
juggle   =0; 0
poweradd = 30
velset   = 0,0
anim     = 1501
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
triggerall = anim=1501
movetype = A
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,13

[State 1400, ]
type = ReversalDef
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
attr = S,SA
reversal.attr =SC,AA
sparkxy = 20,0
sparkno = s4110
pausetime = 15,15
hitsound = s400,2
p1stateno = 1210
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2
movetype = I   
[State 1000, ??????]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;??????????

[Statedef 1251]
type     = S
movetype = A
physics  = S
juggle   =0; 0
poweradd = -1000
velset   = 0,0
anim     = 1502
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
triggerall = anim=1502
movetype = A
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .65,.65

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,13

[State 1400, ]
type = ReversalDef
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
attr = S,SA
reversal.attr = SCA,AA,SP,HP
sparkxy = 20,0
sparkno = s4110
pausetime = 15,15
hitsound = s400,2
p1stateno = 1210


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2
movetype = I   
[State 1000, ??????]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;????? ??

[Statedef 1210]
type     = A
movetype = A
physics  = N
juggle   =0; 0
poweradd = ifelse(prevstateno=1251,0,80)
anim     = 1510
ctrl     = 0
sprpriority = 2
velset =0,ifelse(prevstateno=1251,17,13)

[State 0, NotHitBy]
type = NotHitBy
trigger1 =time=0 
value = SCA
;value2 = S,NA
time = 15
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = time=0
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = time=0
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 810, ?????????]
type = Width
trigger1 = 1
edge = 50,0
[State 0, Explod]
type = Explod
trigger1 = time=0
anim = ifelse(prevstateno=1250,1506,1505)
ID = 1500
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =99
scale = 1,1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, PlayerPush]
type = PlayerPush
trigger1 =1 
value = 1
;ignorehitpause = 
;persistent = 

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = prevstateno=1251
flag = unguardable

[State 0, PosSet]
type = PosSet
trigger1 =time=1 
y = -240
x=enemy,pos x-10
[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3,13
channel=0
[State 0, Pause]
type = Pause
trigger1 = time <9
time = 1
movetime = 1


[State 200, ?????]
type = HitDef
trigger1 = AnimElem =5
attr = S, SA
damage =ifelse(prevstateno=1251,120,100),10
animtype = Hard
guardflag =  HA
hitflag = MAF
priority = 6, Hit
pausetime = 2,2
getpower=80,80
sparkno = s4020
guard.sparkno = s4120
getpower=0,0
sparkxy =  -15, -15
hitsound = s400,12
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=14
ground.velocity = -3,-5.5
airguard.velocity = -1.9,-1
air.velocity = -2,-4.5
air.type = High
fall=1
air.hittime = 12
fall.recover = 0
id=1210
[State 0, TargetState]
type = TargetState
trigger1 =movehit && p2stateno!=1220&& anim=1510 && p2stateno!=[1151,1153]
value =cond(p2statetype=A,1151,1220)
ID = 1210
ignorehitpause =1 



[State 1000, ?????]
type = PlaySnd
trigger1 = movehit=1 && animelemtime(4)>0
value = s7,8
channel=1
ignorehitpause=1
persistent=0

[State 0, VarSet]
type = VarSet
trigger1 = AnimElem = 9 &&var(8)=1
v = 14   ;fv = 10
value = 1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =time=0 
v = 57    ;v = 570
value =ifelse(prevstateno=1251,85,ifelse(prevstateno=1250,75,65))

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2stateno=1220 || (p2statetype=A && p2movetype=H && p2stateno!=[120,155])
trigger1 = pos y >=0 && anim!=1520 && time >2
value = 1520

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1520
triggerall = p2stateno!=1220 && (p2statetype!=A || p2movetype!=H || p2stateno=[120,155])
trigger1 = pos y >=0 && anim!=1550 && time >2
value = 1550


[State 0, ScreenBound]
type = ScreenBound
trigger1 =  anim!=1520
value = 1
movecamera = 1,0

[State 700, ƒGƒtƒFƒNƒg•\Ž¦]
type = Explod
trigger1 = anim=1520&& animelemtime(1)=1
anim = 1420
postype = P1
pos =0, 0
sprpriority = -5
ownpal = 0
scale=.5,.5
[State 700, ƒGƒtƒFƒNƒg•\Ž¦]
type = Explod
trigger1 =  anim=1520 && animelemtime(1)=1
anim = 1425
postype = P1
pos = 0, 0
sprpriority = 15
ontop=1
ownpal = 0
scale=.5,.5
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim!=1510 
statetype = S       ;S,A,C,L
movetype = I        ;I,A,H

[State 0, PlaySnd]
type = PlaySnd
trigger1 =(  anim=1520||anim=1550) && animelemtime(1)=1
value = S12,9
[State 0, PlaySnd]
type = PlaySnd
trigger1 =( anim=1550) && animelemtime(1)=1
value = S5000,2
channel=0
[State 0, PosSet]
type = PosSet
trigger1 =  pos y >=0 && anim!=1520 && time >2
trigger2= (  anim=1520||anim=1550) 
y = 0
[State 0, VelSet]
type = VelSet
trigger1 =  pos y >=0 && anim!=1520 && time >2
trigger2= (  anim=1520||anim=1550) 
y = 0

[State 0, VelSet]
type = VelSet
trigger1 =animelem=2 && anim=1550 
x = 5
;ignorehitpause = 
;persistent = 
[State 0, VelAdd]
type = VelAdd
trigger1 =anim!=1520
y = .6
;ignorehitpause = 
;persistent = 



[State 820, 1]
type = EnvShake
trigger1 = AnimElemtime(1) = 1&& anim=1520
ampl = 7
freq = 80
time = 10

[State 1000, ??????]
type = ChangeState
trigger1 = Animtime = 0 && anim=1520
trigger2= animtime=0&& anim=1550
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;??1·???????(?????)??
[Statedef 1220]
type    = S
movetype= H
physics = S
velset = -5,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0&& !selfanimexist(5950) && !selfanimexist(5190)
value = 1530
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =selfanimexist(5950) && time=0 
value = 5950
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =selfanimexist(5190) && time=0 &&anim!=5950
value = 5190



[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
;ignorehitpause = 
;persistent = 
[State 0, PosSet]
type = PosSet
trigger1 = 1

y = 0


[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
[State 0, NotHitBy]
type = HitBy
trigger1 = 1
value = SCA,HT
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 
[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time=80
trigger1 =!SelfAnimExist(5111)|| (anim!=5190&&anim!=5950)
value = 5110

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time=80
trigger1 = SelfAnimExist(5111) && (anim=5190||anim=5950)
value =5111


[State 820, 1]
type = SelfState
trigger1=time=85
value = ifelse(alive,5120,5150)


;---------------------------------------------------------------------------
;(ENEMY)????????·??????
[Statedef 1290]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1295

[State 2, destroyself];??????
type = destroyself
trigger1 = ishelper

;---------------------[??]

[state a]
type = velset
triggerall = Enemynear,facing = -facing
trigger1 = time = 0
x = -15
y = -4

[state a]
type = velset
triggerall = Enemynear,facing = facing
trigger1 = time = 0
x = 15
y = -4

[state a]
type = veladd
trigger1 = time > 15
y = 0.1

;---------------------[?????????]

[State 236]
type = ScreenBound
triggerall = time > 0
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 236]
type = ChangeState
triggerall = time > 0
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1291

[State 1100,end]
type = SelfState
triggerall = time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
;(ENEMY)????????·?????
[Statedef 1291]
type    = A
movetype= H
physics = N

[State 1100]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1100]
type = ChangeAnim2
trigger1 = Time = 0
value = 1296

[State 1100]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1100]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1100]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1




[State 237]
type = ChangeState
trigger1 = AnimTime = 0
value = 1292

;---------------------------------------------------------------------------
;(ENEMY)????????·?????
[Statedef 1292]
type    = A
movetype= H
physics = N

[State 238]
type = VelSet
trigger1 = Time = 0
x = 3
y = -8

[State 238]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 238]
type = VelAdd
trigger1 = 1
y = .4

[State 238]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 238]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 238]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5061)
persistent = 0
value = 5061

[State 238]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 238]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 1360]
type    = A
movetype= H
physics = N
velset = 0,0
[State 0, Turn]
type = Turn
trigger1 = facing=enemy,facing
[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0 && selfanimexist(5061)
value =5061

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0 && !selfanimexist(5061)
value =1104

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 =time=0 
x = -6.5
y = -5

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .6
[State 0, ChangeState]
type = ChangeState
triggerall = p2stateno!=[2100,3200]
trigger1 = pos y >=0&& (time >5)
value =1361
[State 0, ChangeState]
type = ChangeState
triggerall = p2stateno=[2100,3200]
trigger1 = pos y >=0&& (time >5)
value =1363
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 1361]
type    = L
movetype= H
physics = N

[State 0, VelSet]
type = VelSet
trigger1 =vel x =-5
x = -3
;ignorehitpause =
;persistent =

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

[State 0, VelSet]
type = VelSet
trigger1 =1
y = 0
[State 0, PosSet]
type = PosSet
trigger1 =1
y = 0

[State 0, VelMul]
type = VelMul
trigger1 =1
x = .95
[State 0, VelSet]
type = VelSet
trigger1 =time>31
x = 0




[State 0, ChangeState]
type = selfState
trigger1 = time>57
value =ifelse(alive,5110,5150)
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 1363]
type    = L
movetype= H
physics = N

[State 0, VelSet]
type = VelSet
trigger1 =vel x =-6.5
x = -3
;ignorehitpause =
;persistent =

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

[State 0, VelSet]
type = VelSet
trigger1 =1
y = 0
[State 0, PosSet]
type = PosSet
trigger1 =1
y = 0

[State 0, VelMul]
type = VelMul
trigger1 =1
x = .86
[State 0, VelSet]
type = VelSet
trigger1 =time>31
x = 0




[State 0, ChangeState]
type = selfState
trigger1 = time>57
value =ifelse(alive,5110,5150)