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

channel = 1
value = 7,0

[State 1000, snd1]
type = PlaySND
trigger1 = AnimElem = 1

channel = 0
value = 8,9

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


[State 0, Width]
type = Width
trigger1 = animelem=4
edge =50,0
player=32,0

[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=.6
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 = 1010
ctrl = 0
sprpriority = 1
juggle =0; 14
poweradd = 0
velset = 0,0
facep2=1
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 4

channel = 1
value = 7,0

[State 1000, snd1]
type = PlaySND
trigger1 = AnimElem = 1

channel = 0
value = 8,9
[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=.6
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 = 1011
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 0, PalFXWiz]
type = PalFX
trigger1 = time=0
trigger2 = time=2
trigger3 = time=4
time = 1
add = -21,-21,255
mul = 256,256,256
sinadd = 56,56,0,1
invertall = 0
color = 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 1000, snd1]
type = PlaySND
trigger1 = AnimElem = 1

channel = 0
value = 8,9
[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=.6
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

channel = 1
value = 7,0



[State 1000, snd1]
type = PlaySND
trigger1 = AnimElem = 1&& (anim=1020||anim=1025)
trigger2=animelem=5&&var(9)=1

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

[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

channel = 1
value = 7,0


[State 1000, snd1]
type = PlaySND
trigger1 = AnimElem = 1&& (anim=1020||anim=1025)
trigger2=animelem=5&&var(9)=1

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

[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

channel = 1
value = 7,0

[State 1000, snd1]
type = PlaySND
trigger1 = AnimElem = 8&& anim!=1023

channel = 0
value = 3,0

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


[State 1000, snd1]
type = PlaySND
trigger1 =  AnimElem = 1&& anim=1023

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

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 =90,0



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

[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

channel = 1
value = 7, 0
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 1

channel = 0
value = 8,5
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 8

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

channel = 1
value = 7, 0
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 1

channel = 0
value = 8,5
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 8

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

channel = 1
value = 7, 0
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 1

channel = 0
value = 8,5
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 8

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

channel = 1
value = 7, 0
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 1

channel = 0
value = 3,4
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 14

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 =animelem=3
x = 7
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=4
x = -7
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=5
x =-5
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=6
x = 5
;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=3
[State 1025, snd]
type = PlaySND
trigger1 = Anim = 1050
trigger1 = AnimElem = 2

channel = 0
value = 8,10


[State 1025, vush]
type = PlaySND
trigger1 = animelem=1 && anim=1050

channel = 1
value = 0,3

[State 0, PosAdd]
type = PosAdd
trigger1 = animelemtime(3)>=0 && animelemtime(7)<0
x = 4
;ignorehitpause = 
;persistent = 
[State 0, PosAdd]
type = PosAdd
trigger1 = animelemtime(7)>=0 && animelemtime(7)<3
x = 1


[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage =70,10
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 4, 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=17
ground.velocity = -2.95,-5.5
airguard.velocity = -1.9,-1
air.velocity = -1.75,-5.5
air.type = High
air.hittime = 12
fall.recover = 0
fall=1
id=1050
nochainid=1050
yaccel=.45
[State 200, ?????]
type = HitDef
trigger1= animelem=6
attr = A, SA
damage =45,5
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 4, 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=17
ground.velocity = -2.75,-5
airguard.velocity = -1.9,-1
air.velocity = -2.75,-6
air.type = High
air.hittime = 12
fall = p2statetype!=A
fall.recover = 0
forcenofall=!enemy,hitfall
id=1053
nochainid=1050
yaccel=.43


[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,25,10)
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=8
movetype = I  


[State 1025, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Strong Shouryuu Ken
[Statedef 1030]
type = S
movetype = A
physics = N
juggle =0; 10
anim = 1051
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 =animelem=3
x = 7
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=4
x = -7
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=5
x =-5
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=6
x = 5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
triggerall = anim=1052
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

channel = 0
value = 3,1

[State 1025, nhb]
type = NotHitBy
trigger1 = Time=0
value=SCA
time=5
[State 1025, snd]
type = PlaySND
trigger1 = AnimElem = 2

channel = 0
value = 8,10


[State 1025, vush]
type = PlaySND
trigger1 = animelem=1

channel = 1
value = 0,3

[State 0, PosAdd]
type = PosAdd
trigger1 = animelemtime(3)>=0 && animelemtime(6)<3
x = 7
;ignorehitpause = 
;persistent = 
[State 0, PosAdd]
type = PosAdd
trigger1 = animelemtime(6)>=3 && animelemtime(7)<2
x = 2
;


[State 200, ?????]
type = HitDef
trigger1 = AnimElem =3
attr = S, SA
damage =35,10
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 4, 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=17
ground.velocity = -1.95
airguard.velocity = -1.9,-1
air.velocity = -3.75,-5.5
air.type = High
air.hittime = 12
fall.recover = 0
air.fall=1
id=1050
nochainid=1050
yaccel=.45
forcestand=1
[State 200, ?????]
type = HitDef
trigger1= animelem=4
attr = A, SA
damage =ifelse(hitcount>0,47,45),10
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 4, 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=18
ground.velocity = -2.75
airguard.velocity = -1.9,-1
air.velocity = -2.75,-5
air.type = High
air.hittime = 12
air.fall = 1
fall.recover = 0
id=1051
nochainid=1053
yaccel=.45
forcestand=1
[State 200, ?????]
type = HitDef
trigger1= animelem=5
attr = A, SA
damage =ifelse(hitcount=0,15,17),5
animtype = Hard
guardflag =  M
hitflag = MAF
priority = 4, 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=17
ground.velocity = -2.75,-7
airguard.velocity = -1.9,-1
air.velocity = -2.75,-6
air.type = High
air.hittime = 12
fall =1
fall.recover = 0
id=1052
nochainid=1052
yaccel=.45
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,13,7)
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=8
movetype = I  



[State 1025, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;EX Shouryuu Ken
[Statedef 1031]
type = S
movetype = A
physics = N
juggle =0; 10
poweradd=-1000
anim = 1052
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=1052
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

channel = 0
value = 3,1

[State 1025, nhb]
type = NotHitBy
trigger1 = Time=0
value=SCA
time=2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=3
x = 7
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=4
x = -7
[State 0, PosAdd]
type = PosAdd
trigger1 = animelemtime(2)>=0 && animelemtime(5)<0
x = 7
;ignorehitpause = 
;persistent = 


[State 1025, snd]
type = PlaySND
trigger1 = Anim = 1052
trigger1 = AnimElem = 1
channel = 0
value = 8,23
[State 1025, snd]
type = PlaySND
trigger1 = Anim = 1053
trigger1 = AnimElem = 5
channel = 0
value = 8,25


[State 1025, vush]
type = PlaySND
trigger1 = animelem=1 && anim=1052
trigger2 = animelem=4&& anim=1053
trigger3 = animelem=8&& anim=1053
trigger4 = animelem=12&& anim=1053
trigger5 = animelem=16&& anim=1053
trigger6 = animelem=20&& anim=1053
trigger7 = animelem=24&& anim=1053
channel = 1
value = 0,3
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5&& anim=[1052,1053] 
statetype = A     

[State 1025, Vel]
type = VelSet
trigger1 = Anim = 1052
trigger1 = AnimElem = 5
Y = -8.75
x= 1.5
[State 1025, gravity]
type = VelAdd
trigger1 = animelemtime(5)>0 &&animelemtime(10)<0&& anim=1052 
trigger2 = animelemtime(9)>0 &&animelemtime(15)<0&& anim=1053 
trigger3 = animelemtime(27)>0 &&animelemtime(30)<0&& anim=1053 
Y = ifelse(anim=1052,0.53,.23)
[State 1025, gravity]
type = VelAdd
trigger1 = animelemtime(15)>0 &&animelemtime(27)<0&& anim=1053 
Y = ifelse(anim=1052,0.53,.13)
[State 1025, Vel]
type = VelSet
trigger1 = Anim = 1053
trigger1 = AnimElem = 5
Y = -5.35

[State 0, PalFXWiz]
type = PalFX
trigger1 = time=0
trigger2 = time=2
trigger3 = time=4
time = 1
add = -21,-21,255
mul = 256,256,256
sinadd = 56,56,0,1
invertall = 0
color = 0


;ignorehitpause = 
;persistent = 
[State 0, Explod]
type = Explod
trigger1=animelem=5&& anim=1052
anim = 1126
ID =1125
pos = 8,-164
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime =1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = 1.2,1
sprpriority = 4
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
trigger1=animelem=5&& anim=1053
trigger2= animelem=9 && anim=1053
trigger3= animelem=13 && anim=1053
trigger4= animelem=17 && anim=1053
trigger5= animelem=21 && anim=1053
trigger6= animelem=24 && anim=1053
anim = 1125
ID =1125
pos = 8,-164
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime =4
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = 1.2,1
sprpriority = 4
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 4 && anim=1052
attr = S, SA
damage =25,10
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 6, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
getpower=0,0
sparkxy =  -15, -45
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 = -3.75,-3
air.type = High
air.hittime = 12
fall.recover = 0
[State 0, Width]
type = Width
trigger1 = anim=1053
edge = 20,0
;value = 0,0
;ignorehitpause = 
;persistent = 

[State 200, ?????]
type = HitDef
trigger1= animelem=5 && anim=1052
attr = A, SA
damage =35,5
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 6, Hit
getpower=0,0
pausetime = 8,8
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,-7
airguard.velocity = -1.9,-1
air.velocity = -2.75,-10
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
yaccel=.40
[State 200, ?????]
type = HitDef
trigger1= animelem=4 && anim=1053
attr = A, SA
damage =30,5
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 6, Hit
pausetime = 3,3
getpower=0,0
sparkno = s4020
getpower=70,70
guard.sparkno = s4120
sparkxy =  -15, -45
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = .25,-7
airguard.velocity = -1.9,-1
air.velocity = .25,-7
air.type = High
air.hittime = 12
yaccel=.4
fall = 1
fall.recover = 0
[State 200, ?????]
type = HitDef
trigger1= animelem=5 && anim=1053
trigger2= animelem=9 && anim=1053
trigger3= animelem=13 && anim=1053
attr = A, SA
damage =25,5
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 6, Hit
pausetime = 2,2
getpower=0,0
sparkno = s4020
getpower=70,70
guard.sparkno = s4120
sparkxy =  -15, -85
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = -3.95,-4
airguard.velocity = -1.9,-1
air.velocity = -.5,ifelse(animelemtime(9)<0,-8,-4)
air.type = High
air.hittime = 12
yaccel=.4
fall = 1
fall.recover = 0
[State 200, ?????]
type = HitDef
trigger1= animelem=17 && anim=1053
trigger2= animelem=21 && anim=1053
trigger3= animelem=24 && anim=1053
attr = A, SA
damage =30,5
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 6, Hit
pausetime = 2,2
getpower=0,0
sparkno = s4020
getpower=70,70
guard.sparkno = s4120
sparkxy =  -15, -85
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = -3.95,-4
airguard.velocity = -1.9,-1
air.velocity = ifelse(animelemtime(21)>1,-2,.25),ifelse(animelemtime(9)<0,-8,-4)
air.type = High
air.hittime = 12
yaccel=.4
fall = 1
fall.recover = 0
[State 1025, ground]
type = ChangeAnim
triggerall = pos y <0
trigger1 = animelemtime(10)=0 && anim=1052
trigger2 = animelemtime(30)=0 && anim=1053
value = anim
elem=cond(anim=1053,28,8)
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = movehit && animelemtime(5)< 0&& anim=1052
value = 1053

[State 1025, ground]
type = ChangeAnim
trigger1 = Pos y >= 0 && vel y>0 
value = anim
elem=cond(anim=1053,30,10)
persistent=0

[State 1025, Vel2]
type = VelSet
trigger1 = Anim = 1052
trigger1 = AnimElem = 8
trigger2 = Anim = 1053
trigger2 = AnimElem = 1
X = 0

[State 1025, Vel3]
type = VelSet
trigger1 = anim=1052 && animelem=10
trigger2 = anim=1053 && animelem=30
X = 0
y = 0

[State 1025, Pos]
type = PosSet
trigger1 = anim=1052 && animelem=10
trigger2 = anim=1053 && animelem=30
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=1052 && animelem=12
trigger2 = anim=1053 && animelem=31
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 1025, Landing Sound]
type = PlaySnd
trigger1 = anim=1052 && animelem=10
trigger2 = anim=1053 && animelem=30
value = 40, 3

[State 1025, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Weak Tatsumaki Sempuu Kyaku
[Statedef 1035]
type =U
movetype = A
physics = N
juggle =0; 10
anim = 1100+(statetype=A*10)
poweradd=90
ctrl = 0
facep2=1
[State 0, VarSet]
type = VarSet
triggerall = p2movetype=H && time=0
trigger1 = p2statetype=A&&var(8)=0 &&prevstateno=[200,640] 
v = 5   ;fv = 10
value = 1
ignorehitpause =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 = time=0
v = 1    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
triggerall = time >4
trigger1 = command = "tatsua" ||command = "tatsub"|| command = "tatsuEX"
trigger2 = movecontact && AIlevel >0
v = 11   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 11   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

[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 = 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 = 3 && anim!=1110
trigger2 = AnimElem = 2 && anim=1110
channel = 1
value = 7,1

[State 1035, snd]
type = PlaySND
trigger1 = AnimElem = 1
channel = 0
value = 8,15



[State 1035, nhb]
type = HitBy
trigger1 = animelemtime(3)>=0 && animelemtime(14)<0 &&(anim=1100)
value = SCA, AA,AT
value2= A,AP

[State 1035, velocity]
type = VelAdd
trigger1 = animelemtime(3)>=0 &&animelemtime(5)<0 &&(anim=1100)
y = 0.25
 [State 1035, velocity]
type = VelAdd
trigger1 = animelemtime(7)>0 &&animelemtime(11)<0 &&(anim=1100)
trigger2 = animelemtime(5)>0 &&animelemtime(9)<0 &&(anim=1110)
y = 0.5
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3&& anim=1100
statetype = A       ;S,A,C,L


[State 0, VelSet]
type = VelSet
trigger1 =animelem=3  && anim=1100
trigger2=animelem=2  && anim=1110
x = 2.5
y = ifelse( anim=1110,0,-6.5)
[State 2000]
type = Explod
trigger1 = AnimElem = 5
anim = 1118
pos = 97,-74
sprpriority = 9
ownpal = 1
bindtime = 1
scale=1,1
ignorehitpause=1

[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 5 && anim=1100
attr = A, SA
damage = 35,7
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=20,20
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
guard.ctrltime = 12
ground.velocity = -3
air.velocity = -1,-3
air.type = High
air.hittime = 12
air.fall=1
fall.recover=0
yaccel=.47
[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 3 && anim=1110
attr = A, SA
damage = 30,7
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=20,20
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
guard.ctrltime = 12
ground.velocity = -3
air.velocity = -1,-3
air.type = High
air.hittime = 12
air.fall=1
fall.recover=0
yaccel=.47
[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, PosAdd]
type = PosAdd
trigger1 = animelem=4 && anim=1100
y = 7
;ignorehitpause = 
;persistent = 

[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=1,13,7)
ignorehitpause=0
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(8)>0&& animelemtime(9)<0 &&Pos Y <0 && anim=1110 
value = anim
elem=8
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(10)>0 && animelemtime(11)<0 && Pos Y < 0 && anim=1100 
value = anim
elem=10
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(5)>=0 && Pos Y >= 0
value = anim
elem=ifelse(anim=1110,9,11)
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=11&& anim=1100
trigger2 = animelem=9 && anim=1110
movetype = I   
statetype=S


[State 1035, velset1]
type = VelSet
trigger1 = animelemtime(5)>=0 && animelemtime(7)<0  && anim=1100
trigger2 = animelemtime(1)>=0 && animelemtime(5)<0  && anim=1110
y = 0


[State 1030, Vel3]
type = VelSet
trigger1 = animelem=11 && anim=1100
trigger2 = animelem=9 && anim=1110
X = 0
y = 0

[State 1030, Pos]
type = PosSet
trigger1 = animelem=11 && anim=1100
trigger2 = animelem=9 && anim=1110
y = 0


[State 1030, Landing Sound]
type = PlaySnd
trigger1 =  animelem=11 && anim=1100
trigger2 = animelem=9 && anim=1110
value = 40, 3
channel=1
[State 1030, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Weak Tatsumaki Sempuu Kyaku
[Statedef 1036]
type =A
movetype = A
physics = N
juggle =0; 10
anim = 1105
poweradd=0
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 1    ;fv = 10
value = cond(var(1)=2,ifelse(var(0),5,3),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
triggerall = time >4
trigger1 = command = "tatsua" ||command = "tatsub"|| command = "tatsuEX"
trigger2 = movecontact && AIlevel >0
v = 11   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 11   ;fv = 10
value = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[State 0, VelSet]
type = VelSet
trigger1 = time=0
y = 0
;ignorehitpause = 
;persistent = 

[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 1035, vush]
type = PlaySND
trigger1 = AnimElem = 1
channel = 1
value = 7,1

[State 1035, snd]
type = PlaySND
trigger1 = AnimElem = 1
channel = 0
value = 8,15




 [State 1035, velocity]
type = VelAdd
trigger1 = animelemtime(5)>0 &&animelemtime(9)<0 
y = 0.5

[State 2000]
type = Explod
trigger1 = AnimElem = 3
anim = 1118
pos = 69,-67
sprpriority = 9
ownpal = 1
bindtime = 1
scale=1,1
ignorehitpause=1



[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 17,7
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=20*!var(0),20*!var(0)
ground.type = High
ground.slidetime = 20
ground.hittime  =19
guard.ctrltime = 16
ground.velocity = -3
air.velocity = -1,-5
air.type = High
air.hittime = 12
air.fall=1
fall.recover=0
yaccel=.47

[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

;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000 
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,13,7)
ignorehitpause=0
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(8)>0&& animelemtime(9)<0 &&Pos Y <0
value = anim
elem=8

[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(5)>=0 && Pos Y >= 0
value = anim
elem=9
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=9
movetype = I   
statetype=S


[State 1030, Vel3]
type = VelSet
trigger1 = animelem=9 
X = 0
y = 0

[State 1030, Pos]
type = PosSet
trigger1 = animelem=9 
y = 0


[State 1030, Landing Sound]
type = PlaySnd
trigger1 =  animelem=9 
value = 40, 3
channel=1
[State 1030, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Weak Tatsumaki Sempuu Kyaku
[Statedef 1037]
type =A
movetype = A
physics = N
juggle =0; 10
anim = 1110
poweradd=0
ctrl = 0
\
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 1    ;fv = 10
value =cond(var(1)=5,4,cond(var(1)=1,2,4))
[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
triggerall = time >4
trigger1 = command = "tatsua" ||command = "tatsub"|| command = "tatsuEX"
trigger2 = movehit&& AIlevel >0 && (random <249 || var(1)!=4)
v = 11   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 11   ;fv = 10
value = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[State 0, VelSet]
type = VelSet
trigger1 = time=0
y = 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 1035, vush]
type = PlaySND
trigger1 = AnimElem = 1
channel = 1
value = 7,1

[State 1035, snd]
type = PlaySND
trigger1 = AnimElem = 1
channel = 0
value = 8,15




 [State 1035, velocity]
type = VelAdd
trigger1 = animelemtime(5)>0 &&animelemtime(9)<0 
y = 0.5

[State 2000]
type = Explod
trigger1 = AnimElem = 3
anim = 1118
pos = 97,-74
sprpriority = 9
ownpal = 1
bindtime = 1
scale=1,1
ignorehitpause=1



[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 20,7
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=20*!var(0),20*!var(0)
ground.type = High
ground.slidetime = 20
ground.hittime  = ifelse(var(1)=4&&var(0),23,17)
guard.ctrltime = 15
ground.velocity = -3
air.velocity = -1,-5
air.type = High
air.hittime = 12
air.fall=1
fall.recover=0
yaccel=.47
forcestand=var(1)=4

[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

;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000 
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,13,7)
ignorehitpause=0
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(8)>0&& animelemtime(9)<0 &&Pos Y <0
value = anim
elem=8

[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(5)>=0 && Pos Y >= 0
value = anim
elem=9
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=9
movetype = I   
statetype=S


[State 1030, Vel3]
type = VelSet
trigger1 = animelem=9 
X = 0
y = 0

[State 1030, Pos]
type = PosSet
trigger1 = animelem=9 
y = 0


[State 1030, Landing Sound]
type = PlaySnd
trigger1 =  animelem=9 
value = 40, 3
channel=1
[State 1030, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Weak Tatsumaki Sempuu Kyaku
[Statedef 1038]
type =A
movetype = A
physics = N
juggle =0; 10
anim = 1115
poweradd=0
ctrl = 0
facep2=1
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 1    ;fv = 10
value = 4
[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 = time=0
v = 11   ;fv = 10
value = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[State 0, VelSet]
type = VelSet
trigger1 = time=0
y = 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 1035, vush]
type = PlaySND
trigger1 = AnimElem = 1
channel = 1
value = 7,1

[State 1035, snd]
type = PlaySND
trigger1 = AnimElem = 1
channel = 0
value = 8,16




 [State 1035, velocity]
type = VelAdd
trigger1 = animelemtime(5)>=0 &&animelemtime(8)<0 
y = 0.5





[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = 55,7
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 15,15
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
getpower=20*!var(0),20*!var(0)
ground.type = High
ground.slidetime = 20
ground.hittime  = 16
guard.ctrltime = 16
ground.velocity = -3
air.velocity = -1,-5
air.type = High
air.hittime = 12
air.fall=1
fall.recover=0
yaccel=.47
id=1153

[State 801, flybaby]
type = TargetState
trigger1 = movehit && numtarget(1153)
value = 1152
persistent=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

;ignorehitpause = 
;persistent = 
[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = 1117
pos = -8,-117
sprpriority = 9
ownpal = 1
bindtime = 1
scale=1,1
ignorehitpause=0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000 
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,13,7)
ignorehitpause=0
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(7)>0&& animelemtime(8)<0 &&Pos Y <0
value = anim
elem=7

[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(7)>=0 && Pos Y >= 0
value = anim
elem=8
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=8
movetype = I   
statetype=S


[State 1030, Vel3]
type = VelSet
trigger1 = animelem=8 
X = 0
y = 0

[State 1030, Pos]
type = PosSet
trigger1 = animelem=8 
y = 0


[State 1030, Landing Sound]
type = PlaySnd
trigger1 =  animelem=8
value = 40, 3
channel=1
[State 1030, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Weak Tatsumaki Sempuu Kyaku
[Statedef 1039]
type =A
movetype = A
physics = N
juggle =0; 10
anim = 1116
poweradd=0
ctrl = 0
facep2=1
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 1    ;fv = 10
value = 4
[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 = time=0
v = 11   ;fv = 10
value = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[State 0, VelSet]
type = VelSet
trigger1 = time=0
y = 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 1035, vush]
type = PlaySND
trigger1 = AnimElem = 1
channel = 1
value = 7,1

[State 1035, snd]
type = PlaySND
trigger1 = AnimElem = 1
channel = 0
value = 8,6




 [State 1035, velocity]
type = VelAdd
trigger1 = animelemtime(8)>=0 &&animelemtime(12)<0 
y = 0.5

[State 0, VelSet]
type = VelSet
trigger1 = animelem=5
x = 0
;ignorehitpause = 
;persistent = 






[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = 55,7
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 8,8
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
getpower=0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 16
guard.ctrltime = 16
ground.velocity = -1.5,-8.5
air.velocity = -1.5,-6
air.type = High
air.hittime = 12
fall=1
fall.recover=0
yaccel=.35

[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

;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000 
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,25,7)
ignorehitpause=0
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(11)>0&& animelemtime(12)<0 &&Pos Y <0
value = anim
elem=11

[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(11)>=0 && Pos Y >= 0
value = anim
elem=12
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=12
movetype = I   
statetype=S


[State 1030, Vel3]
type = VelSet
trigger1 = animelem=12 
X = 0
y = 0

[State 1030, Pos]
type = PosSet
trigger1 = animelem=12 
y = 0


[State 1030, Landing Sound]
type = PlaySnd
trigger1 =  animelem=12
value = 40, 3
channel=1
[State 1030, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Strong Tatsumaki Sempuu Kyaku
[Statedef 1040]
type = U
movetype = A
physics = N
juggle =0; 10
anim = 1101+(statetype=A*9)
poweradd=90
velset=0,0
ctrl = 0
facep2=1
[State 0, VarSet]
type = VarSet
triggerall = p2movetype=H && time=0
trigger1 = p2statetype=A&&var(8)=0 &&prevstateno=[200,640] 
v = 5   ;fv = 10
value = 1
ignorehitpause =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 = time=0
v = 1    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
triggerall = time >4
trigger1 = command = "tatsua" ||command = "tatsub"|| command = "tatsuEX"
trigger2 = movecontact && AIlevel >0
v = 11   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 11   ;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 = 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 = 3 && anim!=1110
trigger2 = AnimElem = 2 && anim=1110
channel = 1
value = 7,1

[State 1035, snd]
type = PlaySND
trigger1 = AnimElem = 2
channel = 0
value = 8,15

[State 2000]
type = Explod
trigger1 = AnimElem = 6
anim = 1118
pos = 97,-74
sprpriority = 9
ownpal = 1
bindtime = 1
scale=1,1
ignorehitpause=1

[State 1035, nhb]
type = HitBy
trigger1 = animelemtime(4)>=0 && animelemtime(11)<0 &&(anim=1101)
value = SCA, AA,AT
value2= A,AP

[State 1035, velocity]
type = VelAdd
trigger1 = animelemtime(4)>=0 &&animelemtime(5)<0 &&(anim=1101)
y = 0.7
 [State 1035, velocity]
type = VelAdd
trigger1 = animelemtime(8)>0 &&animelemtime(12)<0 &&(anim=1101)
trigger2 = animelemtime(5)>0 &&animelemtime(9)<0 &&(anim=1110)
y = 0.5
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4&& anim=1100
statetype = A       ;S,A,C,L


[State 0, VelSet]
type = VelSet
trigger1 =animelem=4  && anim=1101
trigger2=animelem=2  && anim=1110
x = 2.5
y = ifelse( anim=1110,0,-7.5)


[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 5 && anim=1101
attr = A, SA
damage = 45,7
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
getpower=20,20
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
guard.ctrltime = 12
ground.velocity = -3
air.velocity = -1,-5
air.type = High
air.hittime = 12
air.fall=1
fall.recover=0
yaccel=.47
[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 3 && anim=1110
attr = A, SA
damage = 30,7
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=20,20
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
guard.ctrltime = 12
ground.velocity = -3
air.velocity = -1,-4
air.type = High
air.hittime = 12
air.fall=1
fall.recover=0
yaccel=.47
[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, PosAdd]
type = PosAdd
trigger1 = animelem=5 && anim=1101
y = 7
;ignorehitpause = 
;persistent = 

[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=1,13,7)
ignorehitpause=0
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(8)>0&& animelemtime(9)<0 &&Pos Y <0 && anim=1110 
value = anim
elem=8
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(11)>0 && animelemtime(12)<0 && Pos Y < 0 && anim=1101 
value = anim
elem=11
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(5)>=0 && Pos Y >= 0
value = anim
elem=ifelse(anim=1110,9,12)
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=12&& anim=1101
trigger2 = animelem=9 && anim=1110
movetype = I   
statetype=S


[State 1035, velset1]
type = VelSet
trigger1 = animelemtime(5)>=0 && animelemtime(8)<0  && anim=1101
trigger2 = animelemtime(1)>=0 && animelemtime(5)<0  && anim=1110
y = 0


[State 1030, Vel3]
type = VelSet
trigger1 = animelem=12 && anim=1101
trigger2 = animelem=9 && anim=1110
X = 0
y = 0

[State 1030, Pos]
type = PosSet
trigger1 = animelem=12 && anim=1101
trigger2 = animelem=9 && anim=1110
y = 0


[State 1030, Landing Sound]
type = PlaySnd
trigger1 =  animelem=12 && anim=1101
trigger2 = animelem=9 && anim=1110
value = 40, 3
channel=1
[State 1030, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;EX Tatsumaki Sempuu Kyaku
[Statedef 1041]
type =U
movetype = A
physics = N
juggle =0; 10
anim = 1102+(statetype=A*8)
poweradd=-1000
ctrl = 0
facep2=1
[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v = 0    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 1    ;fv = 10
value = 0
;ignorehit
[State 0, VarSet]
type = VarSet
triggerall = p2movetype=H && time=0
trigger1 = p2statetype=A&&var(8)=0 &&prevstateno=[200,640] 
v = 5   ;fv = 10
value = 1
ignorehitpause =0 
[State 0, VarSet]
type = VarSet
triggerall = time >4
trigger1 = command = "tatsua" ||command = "tatsub"|| command = "tatsuEX"
trigger2 = movecontact && AIlevel >0
v = 11   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 11   ;fv = 10
value = 0
[State 0, PalFXWiz]
type = PalFX
trigger1 = time=0
trigger2 = time=2
trigger3 = time=4
time = 1
add = -21,-21,255
mul = 256,256,256
sinadd = 56,56,0,1
invertall = 0
color = 0
[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 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 = time=0
v = 1    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

[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 = 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 = 3 && anim!=1110
trigger2 = AnimElem = 2 && anim=1110
channel = 1
value = 7,1

[State 1035, snd]
type = PlaySND
trigger1 = AnimElem = 1
channel = 0
value = 8,15

[State 2000]
type = Explod
trigger1 = AnimElem = 5
anim = 1118
pos = 97,-74
sprpriority = 9
ownpal = 1
bindtime = 1
scale=1,1
ignorehitpause=1

[State 1035, nhb]
type = HitBy
trigger1 = animelemtime(1)>=0 && animelemtime(13)<0 &&(anim=1102)
value = SCA, AA,AT
value2= A,AP

[State 1035, velocity]
type = VelAdd
trigger1 = animelemtime(3)>=0 &&animelemtime(5)<0 &&(anim=1102)
y = 0.45
 [State 1035, velocity]
type = VelAdd
trigger1 = animelemtime(7)>0 &&animelemtime(11)<0 &&(anim=1102)
trigger2 = animelemtime(5)>0 &&animelemtime(9)<0 &&(anim=1110)
y = 0.5
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3&& anim=1102
statetype = A       ;S,A,C,L


[State 0, VelSet]
type = VelSet
trigger1 =animelem=3  && anim=1102
trigger2=animelem=2  && anim=1110
x = 2.5
y = ifelse( anim=1110,0,-6.5)


[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 5 && anim=1102
attr = A, SA
damage = 40,7
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=0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
guard.ctrltime = 12
ground.velocity = -3
air.velocity = -1,-3
air.type = High
air.hittime = 12
air.fall=1
fall.recover=0
yaccel=.47
[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 3 && anim=1110
attr = A, SA
damage = 35,7
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=0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
guard.ctrltime = 12
ground.velocity = -3
air.velocity = -1,-4
air.type = High
air.hittime = 12
air.fall=1
fall.recover=0
yaccel=.47
[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, PosAdd]
type = PosAdd
trigger1 = animelem=4 && anim=1102
y = 7
;ignorehitpause = 
;persistent = 

[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=1,20,7)
ignorehitpause=0
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(8)>0&& animelemtime(9)<0 &&Pos Y <0 && anim=1110 
value = anim
elem=8
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(10)>0 && animelemtime(11)<0 && Pos Y < 0 && anim=1102
value = anim
elem=10
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(5)>=0 && Pos Y >= 0
value = anim
elem=ifelse(anim=1110,9,11)
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=11&& anim=1102
trigger2 = animelem=9 && anim=1110
movetype = I   
statetype=S


[State 1035, velset1]
type = VelSet
trigger1 = animelemtime(5)>=0 && animelemtime(7)<0  && anim=1102
trigger2 = animelemtime(1)>=0 && animelemtime(5)<0  && anim=1110
y = 0


[State 1030, Vel3]
type = VelSet
trigger1 = animelem=11 && anim=1102
trigger2 = animelem=9 && anim=1110
X = 0
y = 0

[State 1030, Pos]
type = PosSet
trigger1 = animelem=11 && anim=1102
trigger2 = animelem=9 && anim=1110
y = 0


[State 1030, Landing Sound]
type = PlaySnd
trigger1 =  animelem=11 && anim=1102
trigger2 = animelem=9 && anim=1110
value = 40, 3
channel=1
[State 1030, back]
type = ChangeState
trigger1 = AnimTime = 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 =U
movetype = A
physics = N
juggle =0; 10
anim = 1200+(statetype=A*10)
poweradd=90
ctrl = 0
facep2=1

[State 0, VarSet]
type = VarSet
triggerall = p2movetype=H && time=0
trigger1 = p2statetype=A&&var(8)=0 &&prevstateno=[200,640] 
v = 5   ;fv = 10
value = 1
ignorehitpause =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 = 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


;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 = 3 && anim!=1210
trigger2 = AnimElem = 2 && anim=1210
trigger3 = AnimElem = 8 && anim!=1210
trigger4 = AnimElem = 7 && anim=1210
channel = 1
value = 7,1

[State 1035, snd]
type = PlaySND
trigger1 = AnimElem = 2
channel = 0
value = 8,17

 [State 1035, velocity]
type = VelAdd
trigger1 = animelemtime(3)>0 &&animelemtime(14)<0 &&(anim=1200)
trigger2 = animelemtime(2)>0 &&animelemtime(13)<0 &&(anim=1210)
y = 0.5
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3&& anim=1200
statetype = A       ;S,A,C,L


[State 0, VelSet]
type = VelSet
trigger1 =animelem=3 
x = 2.5
y = -7.5


[State 200, ?????]
type = HitDef
trigger1 = AnimElem =4 && anim=1200
trigger2 = AnimElem =3 && anim=1210
attr = A, SA
damage = 25,7
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -85
hitsound = s400,5
guardsound = s2,2
getpower=20,20
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
guard.ctrltime = 12
ground.velocity = -2,-7
air.velocity = -1.5,-6.5
air.type = High
air.hittime = 12
fall=1
fall.recover=0
yaccel=.47
[State 200, ?????]
type = HitDef
trigger1 = AnimElem =8 && anim=1200
trigger2 = AnimElem =7 && anim=1210
attr = A, SA
damage = 32,7
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -87
hitsound = s400,5
guardsound = s2,2
getpower=20,20
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
guard.ctrltime = 12
ground.velocity = -3
air.velocity = -2,-3.5
air.type = High
air.hittime = 12
air.fall=1
fall.recover=0
yaccel=.47
[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=1,20,7)
ignorehitpause=0
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(13)>0&& animelemtime(14)<0 &&Pos Y <0 && anim=1200 
value = anim
elem=13
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(12)>0 && animelemtime(13)<0 && Pos Y < 0 && anim=1210 
value = anim
elem=12
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(5)>=0 && Pos Y >= 0
value = anim
elem=ifelse(anim=1210,13,14)
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=12&& anim=1200
trigger2 = animelem=11 && anim=1210
movetype = I   
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=14 && anim=1200
trigger2 = animelem=13 && anim=1210 
statetype=S


[State 1030, Vel3]
type = VelSet
trigger1 = animelem=14 && anim=1200
trigger2 = animelem=13 && anim=1210
X = 0
y = 0

[State 1030, Pos]
type = PosSet
trigger1 = animelem=14 && anim=1200
trigger2 = animelem=13 && anim=1210
y = 0


[State 1030, Landing Sound]
type = PlaySnd
trigger1 = animelem=14 && anim=1200
trigger2 = animelem=13 && anim=1210
value = 40, 3
channel=1
[State 1030, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Demon Flip
[Statedef 1051]
type =U
movetype = A
physics = N
juggle =0; 10
anim = 1201+(statetype=A*10)
poweradd=90
velset=0,0
ctrl = 0
facep2=1

[State 0, VarSet]
type = VarSet
triggerall = p2movetype=H && time=0
trigger1 = p2statetype=A&&var(8)=0 &&prevstateno=[200,640] 
v = 5   ;fv = 10
value = 1
ignorehitpause =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 = 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


;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 = 4 && anim!=1211
trigger2 = AnimElem = 2 && anim=1211
trigger3 = AnimElem = 9 && anim!=1211
trigger4 = AnimElem = 7 && anim=1211
channel = 1
value = 7,1

[State 1035, snd]
type = PlaySND
trigger1 = AnimElem = 2
channel = 0
value = 8,17

 [State 1035, velocity]
type = VelAdd
trigger1 = animelemtime(4)>0 &&animelemtime(15)<0 &&(anim=1201)
trigger2 = animelemtime(3)>0 &&animelemtime(13)<0 &&(anim=1211)
y = 0.5
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4&& anim=1201
statetype = A       ;S,A,C,L


[State 0, VelSet]
type = VelSet
trigger1 =animelem=4 
x = 2
y = -8


[State 200, ?????]
type = HitDef
trigger1 = AnimElem =5 && anim=1201
trigger2 = AnimElem =3 && anim=1211
attr = A, SA
damage = 35,7
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -85
hitsound = s400,5
guardsound = s2,2
getpower=20,20
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
guard.ctrltime = 12
ground.velocity = -2,-9
air.velocity = -1.5,-7.5
air.type = High
air.hittime = 12
fall=1
fall.recover=0
yaccel=.47
[State 200, ?????]
type = HitDef
trigger1 = AnimElem =9 && anim=1201
trigger2 = AnimElem =7 && anim=1211
attr = A, SA
damage = 42,7
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -85
hitsound = s400,5
guardsound = s2,2
getpower=20,20
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
guard.ctrltime = 12
ground.velocity = -3
air.velocity = -2,-6.5
air.type = High
air.hittime = 12
air.fall=1
fall.recover=0
yaccel=.43
[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=1,20,7)
ignorehitpause=0
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(14)>0&& animelemtime(15)<0 &&Pos Y <0 && anim=1201 
value = anim
elem=14
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(12)>0 && animelemtime(13)<0 && Pos Y < 0 && anim=1211 
value = anim
elem=12
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(5)>=0 && Pos Y >= 0
value = anim
elem=ifelse(anim=1211,13,15)
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=12&& anim=1201
trigger2 = animelem=11 && anim=1211
movetype = I   
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=14 && anim=1201
trigger2 = animelem=13 && anim=1211
statetype=S


[State 1030, Vel3]
type = VelSet
trigger1 = animelem=15 && anim=1201
trigger2 = animelem=13 && anim=1211
X = 0
y = 0

[State 1030, Pos]
type = PosSet
trigger1 = animelem=15 && anim=1201
trigger2 = animelem=13 && anim=1211
y = 0


[State 1030, Landing Sound]
type = PlaySnd
trigger1 = animelem=15 && anim=1201
trigger2 = animelem=13 && anim=1211
value = 40, 3
channel=1
[State 1030, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Demon Flip
[Statedef 1055]
type =A
movetype = A
physics = N
juggle =0; 10
anim = 1205
poweradd=0
ctrl = 0
facep2=1
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 1    ;fv = 10
value = 4
[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 = time=0
v = 11   ;fv = 10
value = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[State 0, VelSet]
type = VelSet
trigger1 = time=0
y = 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 1035, vush]
type = PlaySND
trigger1 = AnimElem = 3
channel = 1
value = 7,1

[State 1035, snd]
type = PlaySND
trigger1 = AnimElem = 1
channel = 0
value = 8,18







[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = 56,7
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 15,15
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
getpower=20*(prevstateno!=1051),20*(prevstateno!=1051)
ground.type = High
ground.slidetime = 20
ground.hittime  = 16
guard.ctrltime = 16
ground.velocity = -3
air.velocity = -3,4
air.type = High
air.hittime = 12
air.fall=1
fall.recover=0
yaccel=.47
id=1153

[State 801, flybaby]
type = TargetState
trigger1 = movehit && numtarget(1153)
value = 1152
persistent=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

;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000 
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,25,7)
ignorehitpause=0


 [State 1035, velocity]
type = VelAdd
trigger1 = animelemtime(1)>=0 &&animelemtime(10)<0 
y = 0.5

[State 0, VelSet]
type = VelSet
trigger1 =time=0 
y = -ifelse(prevstateno=1051,5,3)
;ignorehitpause = 
;persistent = 

[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(9)>2 &&Pos Y <10 && statetype=A
value = anim
elem=6

[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(6)>=0 && Pos Y >= 10
value = anim
elem=10
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=8
movetype = I 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=10  
statetype=S


[State 1030, Vel3]
type = VelSet
trigger1 = animelem=10 
X = 0
y = 0

[State 1030, Pos]
type = PosSet
trigger1 = animelem=10 
y = 0


[State 1030, Landing Sound]
type = PlaySnd
trigger1 =  animelem=10
value = 40, 3
channel=1
[State 1030, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; EX Demon Flip
[Statedef 1052]
type =U
movetype = A
physics = N
juggle =0; 10
anim = 1202+(statetype=A*10)
poweradd=-1000
ctrl = 0
facep2=1
[State 0, PalFXWiz]
type = PalFX
trigger1 = time=0
trigger2 = time=2
trigger3 = time=4
time = 1
add = -21,-21,255
mul = 256,256,256
sinadd = 56,56,0,1
invertall = 0
color = 0
[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, NotHitBy]
type = NotHitBy
trigger1 = time=0
value = SCA
;value2 = S,NA
time = 7
;ignorehitpause = 
;persistent = 


[State 0, VarSet]
type = VarSet
triggerall = p2movetype=H && time=0
trigger1 = p2statetype=A&&var(8)=0 &&prevstateno=[200,640] 
v = 5   ;fv = 10
value = 1
ignorehitpause =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, 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 1035, vush]
type = PlaySND
trigger1 = AnimElem = 3 && anim!=1212
trigger2 = AnimElem = 2 && anim=1212
trigger3 = AnimElem = 8 && anim!=1212
trigger4 = AnimElem = 7 && anim=1212
channel = 1
value = 7,1

[State 1035, snd]
type = PlaySND
trigger1 = AnimElem = 2
channel = 0
value = 8,17

 [State 1035, velocity]
type = VelAdd
trigger1 = animelemtime(3)>0 &&animelemtime(14)<0 &&(anim=1202)
trigger2 = animelemtime(2)>0 &&animelemtime(13)<0 &&(anim=1212)
y = 0.5
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3&& anim=1202
statetype = A       ;S,A,C,L


[State 0, VelSet]
type = VelSet
trigger1 =animelem=3 
x = 2
y = -8


[State 200, ?????]
type = HitDef
trigger1 = AnimElem =4 && anim=1202
trigger2 = AnimElem =3 && anim=1212
attr = A, SA
damage = 55,7
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -85
hitsound = s400,5
guardsound = s2,2
getpower=0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
guard.ctrltime = 12
ground.velocity = -.75,-8
air.velocity = -.75,-6
air.type = High
air.hittime = 12
fall=1
fall.recover=0
yaccel=.47
[State 200, ?????]
type = HitDef
trigger1 = AnimElem =8 && anim=1202
trigger2 = AnimElem =7 && anim=1212
attr = A, SA
damage = 32,7
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -85
hitsound = s400,5
guardsound = s2,2
getpower=0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
guard.ctrltime = 12
ground.velocity = -3
air.velocity = -2,-6
air.type = High
air.hittime = 12
air.fall=1
fall.recover=0
yaccel=.47
[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=1,20,7)
ignorehitpause=0
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(13)>0&& animelemtime(14)<0 &&Pos Y <0 && anim=1202 
value = anim
elem=13
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(12)>0 && animelemtime(13)<0 && Pos Y < 0 && anim=1212
value = anim
elem=12
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(5)>=0 && Pos Y >= 0
value = anim
elem=ifelse(anim=1212,13,14)
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=12&& anim=1201
trigger2 = animelem=11 && anim=1211
movetype = I   
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=14 && anim=1201
trigger2 = animelem=13 && anim=1211 
statetype=S



[State 1030, Vel3]
type = VelSet
trigger1 = animelem=14 && anim=1202
trigger2 = animelem=13 && anim=1212
X = 0
y = 0

[State 1030, Pos]
type = PosSet
trigger1 = animelem=14 && anim=1202
trigger2 = animelem=13 && anim=1212
y = 0


[State 1030, Landing Sound]
type = PlaySnd
trigger1 = animelem=14 && anim=1202
trigger2 = animelem=13 && anim=1212
value = 40, 3
channel=1
[State 1030, back]
type = ChangeState
trigger1 = AnimTime = 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

channel = 1
value = 8,0

[State 1055, snd]
type = PlaySND
trigger1 = AnimElem = 1&& anim=1205

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

channel = 0
value = 8,8
[State 1055, vush]
type = PlaySND
trigger1 = AnimElem = 1

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





;---------------------------------------------------------------------------
;??1Â·???????(?????)??
[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 0, HitVelSet]
type = HitVelSet
trigger1 = hitshakeover
x = 1
y = 1
persistent =0

[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 0, Turn]
type = Turn
trigger1 = time=0
;ignorehitpause = 
;persistent = 




[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
x= -2.55

[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
y = -8.5


[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .44

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062
[State 1028, Turn]
type = Turn
triggerall = anim!=5052
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, Hit ground]
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
facep2=1
;[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 = p2stateno!=2030
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = hitVelSet
trigger1 =time=0

x = 1
y = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = enemy,animelemtime(22)<=10  && enemy,animelemtime(22)>25
trigger2= p2stateno!=2030 
y = ifelse(enemy,animelemtime(22)>25,.85,.6)

[State 0, ScreenBound]
type = ScreenBound
trigger1 = enemy,anim=3001 && enemy,animelemtime(22)<=35 
value = 0
movecamera = 0,0
[State 0, ScreenBound]
type = ScreenBound
trigger1 = enemy,anim!=3001
trigger2 = enemy,anim=3001&& enemy,animelemtime(22)>=35 
value = 1
movecamera = 1,0
;ignorehitpause = 
;persistent = 

;[State 0, PosFreeze]
;type = PosFreeze
;triggerall =  enemy,animelemtime(22)<=10  
;trigger1 =p2stateno=2030&& (screenpos x <-20||screenpos x >360)
;value = 1

[State 0, VelSet]
type = VelSet
triggerall =  enemy,animelemtime(22)<=10  
trigger1 =p2stateno=2030&& (screenpos x <-40||screenpos x >365)
x = 0
y = 0
[State 0, VelSet]
type = VelSet
trigger1=enemy,animelemtime(22)=25
x = -9
y=16
;ignorehitpause = 
;persistent = 

[State 0, PosAdd]
type = Posset
trigger1 = enemy,animelemtime(22)=25
x = 60*facing
y= -225
[State 0, LifeAdd]
type = LifeAdd
triggerall = p2stateno!=[2100,3200]
trigger1 = pos y >=0&& (time >5)
trigger1 = life =1 
value = -1
kill = 1
absolute = 0
;ignorehitpause = 
;persistent = 

[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)